2022-05-17 22:41:31 +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/GameState.h"
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#include "BlasterGameState.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 ABlasterGameState : public AGameState
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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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void UpdateTopScore(class ABlasterPlayerState* ScoringPlayer);
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UPROPERTY(Replicated)
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2022-05-30 13:48:46 +00:00
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TArray<ABlasterPlayerState*> TopScoringPlayers;
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// Teams
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TArray<ABlasterPlayerState*> RedTeam;
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TArray<ABlasterPlayerState*> BlueTeam;
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UPROPERTY(ReplicatedUsing = OnRep_RedTeamScore)
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float RedTeamScore = 0.f;
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UPROPERTY(ReplicatedUsing = OnRep_BlueTeamScore)
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float BlueTeamScore = 0.f;
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UFUNCTION()
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void OnRep_RedTeamScore();
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UFUNCTION()
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void OnRep_BlueTeamScore();
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2022-05-17 22:41:31 +00:00
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private:
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float TopScore = 0.f;
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};
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