Compare commits
3 Commits
b7d8468984
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main
| Author | SHA1 | Date | |
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| ec75c86f48 | |||
| e7205dcb1d | |||
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533f5cfa63 |
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@@ -151,10 +151,6 @@
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"Name": "NetworkPrediction",
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"Name": "NetworkPrediction",
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"Enabled": true
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"Enabled": true
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},
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},
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{
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"Name": "MassEntity",
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"Enabled": true
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},
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{
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{
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"Name": "GameplayInteractions",
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"Name": "GameplayInteractions",
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"Enabled": true
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"Enabled": true
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@@ -330,10 +326,6 @@
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"Name": "AnimatorKit",
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"Name": "AnimatorKit",
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"Enabled": true
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"Enabled": true
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},
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},
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{
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"Name": "GeneSplicer",
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"Enabled": true
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},
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{
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{
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"Name": "CurveExpression",
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"Name": "CurveExpression",
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"Enabled": true
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"Enabled": true
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@@ -3,4 +3,91 @@
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#include "Attributes/ElistriaAttributesSet.h"
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#include "Attributes/ElistriaAttributesSet.h"
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UElistriaAttributesSet::UElistriaAttributesSet()
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{
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InitArchery(1);
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InitAthletics(1);
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InitDeceit(1);
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InitDefensibility(1);
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InitDiscernment(1);
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InitLightWeaponry(1);
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InitHeavyWeaponry(1);
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InitPerception(1);
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InitStealth(1);
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InitSurvival(1);
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InitAttributePoints(0);
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}
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void UElistriaAttributesSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, Archery, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, Athletics, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, Deceit, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, Defensibility, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, Discernment, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, LightWeaponry, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, HeavyWeaponry, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, Perception, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, Stealth, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, Survival, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UElistriaAttributesSet, AttributePoints, COND_None, REPNOTIFY_Always);
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}
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void UElistriaAttributesSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
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{
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Super::PostGameplayEffectExecute(Data);
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}
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void UElistriaAttributesSet::OnRep_Archery(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Archery, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Athletics(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Athletics, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Deceit(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Deceit, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Defensibility(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Defensibility, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Discernment(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Discernment, OldValue);
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}
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void UElistriaAttributesSet::OnRep_LightWeaponry(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, LightWeaponry, OldValue);
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}
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void UElistriaAttributesSet::OnRep_HeavyWeaponry(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, HeavyWeaponry, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Perception(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Perception, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Stealth(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Stealth, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Survival(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Survival, OldValue);
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}
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void UElistriaAttributesSet::OnRep_AttributePoints(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, AttributePoints, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Thievery(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Thievery, OldValue);
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}
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void UElistriaAttributesSet::OnRep_Will(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UElistriaAttributesSet, Will, OldValue);
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}
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@@ -11,6 +11,7 @@ AMagickPlayerState::AMagickPlayerState()
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HealthSet = CreateDefaultSubobject<UHealthAttributeSet>(TEXT("HealthSet"));
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HealthSet = CreateDefaultSubobject<UHealthAttributeSet>(TEXT("HealthSet"));
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StaminaSet = CreateDefaultSubobject<UStaminaAttributeSet>(TEXT("StaminaSet"));
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StaminaSet = CreateDefaultSubobject<UStaminaAttributeSet>(TEXT("StaminaSet"));
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LevelSet = CreateDefaultSubobject<ULevelAttributeSet>(TEXT("XPSet"));
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LevelSet = CreateDefaultSubobject<ULevelAttributeSet>(TEXT("XPSet"));
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}
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}
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UElistriaAbilitySystemComponent* AMagickPlayerState::GetAbilitySystemComponent() const
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UElistriaAbilitySystemComponent* AMagickPlayerState::GetAbilitySystemComponent() const
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@@ -3,7 +3,9 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "ElistriaAbilitySystemComponent.h"
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#include "ElistriaAttributeSetBase.h"
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#include "ElistriaAttributeSetBase.h"
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#include "Net/UnrealNetwork.h"
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#include "ElistriaAttributesSet.generated.h"
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#include "ElistriaAttributesSet.generated.h"
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/**
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/**
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@@ -13,5 +15,115 @@ UCLASS()
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class ELISTRIA_CALLING_API UElistriaAttributesSet : public UElistriaAttributeSetBase
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class ELISTRIA_CALLING_API UElistriaAttributesSet : public UElistriaAttributeSetBase
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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UElistriaAttributesSet();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Archery)
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FGameplayAttributeData Archery;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Archery)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Athletics)
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FGameplayAttributeData Athletics;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Athletics)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Deceit)
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FGameplayAttributeData Deceit;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Deceit)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing = OnRep_Defensibility)
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FGameplayAttributeData Defensibility;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Defensibility)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Discernment)
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FGameplayAttributeData Discernment;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Discernment)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_LightWeaponry)
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FGameplayAttributeData LightWeaponry;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, LightWeaponry)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing = OnRep_HeavyWeaponry)
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FGameplayAttributeData HeavyWeaponry;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, HeavyWeaponry)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Perception)
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FGameplayAttributeData Perception;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Perception)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Stealth)
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FGameplayAttributeData Stealth;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Stealth)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Survival)
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FGameplayAttributeData Survival;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Survival)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Thievery)
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FGameplayAttributeData Thievery;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Thievery)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Will)
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FGameplayAttributeData Will;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, Will)
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, ReplicatedUsing=OnRep_AttributePoints)
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FGameplayAttributeData AttributePoints;
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ATTRIBUTE_ACCESSORS(UElistriaAttributesSet, AttributePoints)
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UFUNCTION()
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void OnRep_Archery(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Athletics(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Deceit(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Defensibility(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Discernment(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_LightWeaponry(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_HeavyWeaponry(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Perception(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Stealth(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Survival(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Thievery(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_Will(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_AttributePoints(const FGameplayAttributeData& OldValue);
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnArcheryChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnAthleticsChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnDeceitChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnDefensibilityChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnDiscernmentChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnLightWeaponryChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnHeavyWeaponryChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnPerceptionChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnStealthChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnSurvivalChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnThieveryChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnWillChanged;
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UPROPERTY(BlueprintAssignable)
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FAttributeChangedEvent OnAttributePointsChanged;
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};
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};
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@@ -3,7 +3,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "ElistriaAbilitySystemComponent.h"
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#include "AttributeSet.h"
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#include "AttributeSet.h"
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#include "ElistriaAttributeSetBase.h"
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#include "ElistriaAttributeSetBase.h"
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#include "Net/UnrealNetwork.h"
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#include "Net/UnrealNetwork.h"
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@@ -4,7 +4,7 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "ElistriaAttributeSetBase.h"
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#include "ElistriaAttributeSetBase.h"
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#include "AbilitySystemComponent.h"
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#include "ElistriaAbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Net/UnrealNetwork.h"
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#include "GameplayEffectExtension.h"
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#include "GameplayEffectExtension.h"
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#include "ManaAttributeSet.h"
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#include "ManaAttributeSet.h"
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@@ -3,7 +3,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "ElistriaAbilitySystemComponent.h"
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#include "ElistriaAttributeSetBase.h"
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#include "ElistriaAttributeSetBase.h"
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#include "Net/UnrealNetwork.h"
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#include "Net/UnrealNetwork.h"
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#include "GameplayEffectExtension.h"
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#include "GameplayEffectExtension.h"
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@@ -3,7 +3,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "ElistriaAbilitySystemComponent.h"
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#include "ElistriaAttributeSetBase.h"
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#include "ElistriaAttributeSetBase.h"
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#include "HealthAttributeSet.h"
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#include "HealthAttributeSet.h"
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#include "StaminaAttributeSet.generated.h"
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#include "StaminaAttributeSet.generated.h"
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@@ -3,6 +3,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "ElistriaAbilitySystemComponent.h"
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#include "AttributeSet.h"
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#include "AttributeSet.h"
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#include "ElistriaAttributeSetBase.generated.h"
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#include "ElistriaAttributeSetBase.generated.h"
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Reference in New Issue
Block a user