2022-05-09 14:33:48 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerState.h"
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#include "BlasterPlayerState.generated.h"
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/**
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*
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*/
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UCLASS()
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class BLASTER_API ABlasterPlayerState : public APlayerState
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{
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GENERATED_BODY()
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public:
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void OnRep_Score() override;
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2022-05-10 20:34:28 +00:00
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2022-05-09 15:16:41 +00:00
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UFUNCTION()
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virtual void OnRep_Defeats();
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2022-05-10 20:34:28 +00:00
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void AddToScore(float ScoreAmount);
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void AddToDefeats(int32 DefeatsAmount);
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private:
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UPROPERTY()
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class ABlasterCharacter* Character;
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UPROPERTY()
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class ABlasterPlayerController* Controller;
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UPROPERTY(ReplicatedUsing = OnRep_Defeats)
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int32 Defeats;
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2022-05-09 14:33:48 +00:00
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};
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