Ed_
ad41867dc5
- Just a old name for a set of changes to make the game framework hardened for multiplayer as well as some ease of use functionality.
53 lines
2.5 KiB
C++
53 lines
2.5 KiB
C++
// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
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#include "GasaAttributeSet.h"
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#include "GasaAttributeSet_Inlines.h"
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#include "AbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Networking/GasaNetLibrary.h"
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UGasaAttributeSet::UGasaAttributeSet()
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{
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InitHealth( 100.f );
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InitMaxHealth( 100.f );
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InitMana( 50.f );
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InitMaxMana( 50.f );
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}
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#pragma region Rep Notifies
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void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
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}
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void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
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}
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void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
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}
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void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
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}
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#pragma endregion Rep Notifies
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void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
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{
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Super::GetLifetimeReplicatedProps( OutLifetimeProps );
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health );
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth );
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana );
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxMana );
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}
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