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- // Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
- #pragma once
- #include "GameFramework/Character.h"
- #include "OST_Weapon.h"
- #include "OST_PlayerController.h"
- #include "OST_FootstepData.h"
- #include "OST_MovingHandler.h"
- #include "OST_SaveGameInterface.h"
- #include "OST_Character.generated.h"
- DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCharacterCommandSignature, FName, CommandString);
- DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCharacterUsedSignature, class AActor*, OtherActor);
- UENUM(BlueprintType)
- namespace EDirectionEnum
- {
- enum EDirectionType
- {
- None,
- Forward,
- Back,
- Left,
- Right,
- Up,
- Down,
- LFwrd,
- RFwrd,
- LBwrd,
- RBwrd
- };
- }
- USTRUCT(Blueprintable)
- struct FOST_FootStepsInfo
- {
- GENERATED_USTRUCT_BODY()
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OST_Character")
- UPhysicalMaterial* Material;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OST_Character")
- USoundCue* SoundCue;
- };
- USTRUCT(Blueprintable)
- struct FOST_MontageInfo
- {
- GENERATED_USTRUCT_BODY()
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OST_Character")
- FName Name;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OST_Character")
- bool bAtackingMontage;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OST_Character")
- FVector2D DeathOffsetXY;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OST_Character")
- float DeathYaw;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OST_Character")
- UAnimMontage* UsingAnimMontage;
- };
- UCLASS(abstract)
- class AOST_Character : public ACharacter, public IOST_SaveGameInterface, public IOST_UsableInterface
- {
- GENERATED_UCLASS_BODY()
- //OST_SaveGameInterface
- virtual FString GetSaveName() override;
- virtual bool SaveGame(FString MapName, USaveGame* SaveGameObject) override;
- virtual bool LoadGame(FString MapName, USaveGame* SaveGameObject) override;
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnLoadGame();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void MeleeAtack(AOST_Character* Suffer, FName AtackingCharacterType,
- UAnimMontage* &AtackMontage, UAnimMontage* &SufferMontage,
- FVector2D &DeathOffsetXY, float &DeathYaw);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnMeleeAtackAtacker();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnMeleeAtackSuffer();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- FOST_MontageInfo GetMontageInfo(FName MontageName);
- //OST_UsableInterface
- virtual bool CanUsing() override;
- virtual FString GetUsableName() override;
- virtual FString GetUsableAbout() override;
- virtual FTransform GetAboutTextPlace() override;
- UPROPERTY(EditInstanceOnly, BlueprintReadOnly, Category = OST_Character_Usable)
- bool NeedSetToPlace = false;
- virtual bool IsNeedSetCharacterToPlace() override;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = OST_Character_Usable)
- USceneComponent* TextAboutComp;
- bool bShowInHUD;
- virtual bool IsShowInHUD() override;
- virtual void StartShowHUD() override;
- virtual void StopShowHUD() override;
- virtual void DrawingInHUD(int32 SizeX, int32 SizeY) override;
- UPROPERTY(EditInstanceOnly, BlueprintReadOnly, Category = OST_Character_Usable)
- float VisibleDistance = 200.0f;
- UPROPERTY(BlueprintReadWrite, Category = OST_Character_Usable)
- bool bInUsableZone;
- virtual bool IsInUsableZone() override;
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character_Usable)
- void OnSelectInterCommand(FName Command);
- UPROPERTY(BlueprintAssignable, Category = OST_Character_Usable)
- FCharacterCommandSignature OnGetCommand;
- UPROPERTY(BlueprintAssignable, Category = OST_Character_Usable)
- FCharacterUsedSignature OnUsedEvent;
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character_Usable)
- void OnStartShowHUD();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character_Usable)
- void OnStopShowHUD();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character_Usable)
- void OnDrawingInHUD(int32 SizeX, int32 SizeY);
- //virtual FTransform GetGotoPlace() override;
- virtual void TryToUse(AActor* OtherUser)override;
- virtual void DoUse(AActor* OtherUser) override;
- virtual bool UseByThisKey(TSubclassOf<class AOST_Inventory> key) override;
- virtual bool HideInHUD() override;
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character_Usable)
- void OnTryToUse(AActor* OtherUser);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character_Usable)
- void OnDoUse(AActor* OtherUser);
- UPROPERTY(EditInstanceOnly, BlueprintReadOnly, Category = OST_Character_Usable)
- bool Usable = true;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- TArray<FOST_MontageInfo> MontageInfoList;
- UFUNCTION(BlueprintCallable, Category = OST_Character_Usable)
- UAnimMontage* GetAnimMontageByName(FName MontageName);
- UFUNCTION(BlueprintCallable, Category = OST_Character_Usable)
- void Activate();
- UFUNCTION(BlueprintCallable, Category = OST_Character_Usable)
- void Deactivate();
- //**************************
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- UTexture2D* Icon;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- FString Name;
- UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category = OST_Character)
- FName ActorTag;
- UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category = OST_Character)
- int32 TeamID = 0;
- //UPROPERTY(BlueprintReadWrite, Category = OST_Character)
- AActor* LookAtTarget;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void LookAtActor(AActor* actor);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnLookAtActor(AActor* actor);
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "OST_Character")
- TSubclassOf<class AOST_Character> SwapToCharacterClass;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "OST_Character")
- bool bCanOpenInventory;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "OST_Character")
- bool bCanUsingVehicle = true;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "OST_Character")
- bool bCanUsingHorse = true;
- void TrySwapCharacters();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SwapCharacters();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnSwapCharacters();
- void TryReloadCurrentWeapon();
- void BlockPlayer(bool _shouldBlock);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void FindEnemy();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnFindEnemy();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void LostEnemy();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnLostEnemy();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StartMeleeAttack(AActor* Actor);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnStartMeleeAttack(AActor* Actor);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StopMeleeAttack(AActor* Actor);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnStopMeleeAttack(AActor* Actor);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void BlockMovement(bool _shouldBlock);
- bool IsBlockMovement;
- bool IsBlocked;
- bool IsBlockOpenUI;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void BlockOpenUI(bool _shouldBlock);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- bool CanReloadCurrentWeapon();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void ReloadCurrentWeapon();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnReloadCurrentWeapon();
- /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
- float BaseTurnRate;
- /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
- float BaseLookUpRate;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- USoundCue* DefaultFootstepSoundCue;
- UPROPERTY(BlueprintReadWrite, Category = OST_Character)
- USoundCue* CurrentFSSoundCue;
- //FootPlacement
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- bool bUseFootPlacement;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- float IKTraceDistance;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- float MeshZOffset;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- float FloorDistance;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- FRotator FootRightOffsetRot;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- FRotator FootLeftOffsetRot;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- FName LeftFootSocket;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- FName RightFootSocket;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- float IKInterpSpeed;
- void Tick(float DeltaSeconds) override;
- void FootPlacement();
- void IKFootTrace(float TraceDistance, FName Socket, float &IKoffset, FRotator &IKFloorNormal);
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- FVector JointTargetRight;
- UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = OST_Character)
- FVector JointTargetLeft;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = OST_Character)
- float IKoffsetRightFoot;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = OST_Character)
- float IKoffsetLeftFoot;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = OST_Character)
- float Scale;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- TArray<AActor*> MovingHandlerActorList;
- AActor* CurrentMovingHandlerActor;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- bool IsHideModeActive;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SetHideModeActive(bool ShouldActive);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SetPositionCorrection();
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- bool IsJumpUpCover;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OST_Character")
- FName RootBoneName;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void GetRootBoneRelativePosition();
- FVector RootBoneRelativePosition;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void RepositionRoot();
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- FVector RootBoneRelativeLocation;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- TArray<FOST_FootStepsInfo> FootstepsInfoList;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- bool bIsMovingFwrd;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- bool bIsSprintOn;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- bool bIsMovingSides;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- bool bIsCrouching;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float CrouchingMult;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float VerticalFlySpeed = 200;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void OnCrouchingStart();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void OnCrouchingStop();
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- TEnumAsByte<EDirectionEnum::EDirectionType> BlockDirection;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- TEnumAsByte<EDirectionEnum::EDirectionType> MoveDirection;
- int32 MoveFwrdInd;
- int32 MoveSideInd;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StartBlockDirection(TEnumAsByte<EDirectionEnum::EDirectionType> dir);
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- bool bIsUsing;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- UAnimMontage* UsingAnimMontage;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- AWheeledVehicle* DrivingCar;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- AOST_Character* HorseChar;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- FVector StartLocation;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- FRotator StartRotation;
- void SetToStartLocation();
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float SprintMult;
- float DefaultMaxWalkSpeed;
- UPROPERTY(BlueprintReadOnly, Category = OST_AnimInstance)
- float SideSpeed;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float Health;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float MaxHealth;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SetMaxHealth();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void ChangeMaxHealth(float value);
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- bool isAutoRestoreHealth;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float EnergyPerHealthRestore = 1.f;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float HealthRestoreRate = 1.f;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void AutoRestoreHealth();
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- bool bIsDead;
- //Set Alive after this time
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float RegenerateInterval = 10.0f;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float MaxEnergy;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float Energy;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SetMaxEnergy();
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float MaxPower;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float Power;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SetMaxPower();
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- int32 Money = 200;
- UPROPERTY(EditDefaultsOnly, Category = OST_Character)
- TArray<TSubclassOf<class AOST_Inventory> > DefaultInventory;
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- TArray<TSubclassOf<class AOST_DropActor> > DropActorClasses;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- TArray<AOST_Inventory*> Inventory;
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- AOST_Weapon* Weapon;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = OST_Character)
- float CameraBoomDefFOV;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = OST_Character)
- FVector CameraBoomDefOffset;
- bool bWeaponIsActive;
- //default point generate fire effect
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- FVector WeaponFireOffset;
- //can attack - using AI
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character_AI)
- bool bCanAttackAI;
- //can using - using AI
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character_AI)
- bool bCanUseAI;
- //How mach change Health
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void ChangeHealth(float Value);
- //How mach change Energy
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void ChangeEnergy(float Value);
- //How mach change Power
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void ChangePower(float Value);
- //How mach change Money
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void ChangeMoney(float Value);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- bool HaveMoney(float Value);
- //Trading with trader
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StartTradingWithPlayer(bool bExchange = false);
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- int32 MaxInvItemsInStuff = 9;
- bool CanCreateItem(AOST_Inventory* NewItem);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- AOST_Inventory* CreateInventory(TSubclassOf<class AOST_Inventory> InvClass, bool bAddInInventory = true, bool bNeedCheckAbility = true);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- bool AddInventory(AOST_Inventory* NewItem);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void RemoveInventory(AOST_Inventory* Item);
- void ClearInventory();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- AOST_Inventory* RemoveInventoryClass(TSubclassOf<class AOST_Inventory> ItemClass);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- AOST_Inventory* HaveInInventory(TSubclassOf<class AOST_Inventory> InvClass);
- //What type of the weapon. Need in AnimBP Character
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- int32 GetWeaponBlendType();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StartDrivingOfVehicle(AWheeledVehicle* Vehicle, bool HiddenWhileDriving);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StopDrivingOfVehicle();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StartDrivingOfHorse(AOST_Character* Horse, bool HiddenWhileDriving);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StopDrivingOfHorse();
- int32 GetVehicleID();
- void AddMovingHandlerActor(AActor* NewActor);
- void RemoveMovingHandlerActor(AActor* OldActor);
- //from animation
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void OnStopUsingAnim();
- //from animation
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void OnTakeItem();
- //from animation
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void OnStopDieAnim();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SetCurrentWeapon(AOST_Weapon* NewWeapon);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SprintStart();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnSprintStart();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void SprintStop();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnSprintStop();
- UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = OST_Character)
- float PowerToSprintPerSecond = 10;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void Use();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void TryLook();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void TryUse();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnUse();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StartFire();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnStartFire();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void StopFire();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void Eject();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void LockInput();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void UnLockInput();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void OnLeftFootstep();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void OnRightFootstep();
- void MakeFootstep();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnMakeFootstep();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnWeaponActivate(AActor* _wpn);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnWeaponDeactivate(AActor* _wpn);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnWeaponStartTargeting(AActor* _wpn);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnWeaponStopTargeting(AActor* _wpn);
- bool bLockInput;
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnUsed(AActor* OtherUser);
- virtual void BeginPlay() override;
- virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
- virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, class AActor* DamageCauser) override;
- virtual void Jump() override;
- void NextDialogue();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- virtual void AddUsingActor(AActor* OtherActor);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void RemoveUsingActor(AActor* OtherActor);
- virtual void PutInvOnPawn(AOST_Inventory* Inv);
- virtual void GetInvFromPawn(AOST_Inventory* Inv);
- void OpenMainMenu();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void InventorySwitch();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- bool InventoryUsing(TSubclassOf<class AOST_Inventory> key);
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void Using(AActor* ActorToUse);
- int32 UseID;
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void ActivateWeapon();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void DeactivateWeapon();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void ChangeWeapon(AOST_Weapon* NewWeapon);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnDeath();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void PawnSetToAlive();
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnPawnSetToAlive();
- UFUNCTION(BlueprintCallable, Category = OST_Character)
- void RegenerateAtTransform(FVector Location, FRotator Rotation);
- UFUNCTION(BlueprintImplementableEvent, Category = OST_Character)
- void OnRegenerateAtTransform(FVector Location, FRotator Rotation);
- void NotifyDeath(class AController* EventInstigator, class AActor* DamageCauser);
- UPROPERTY(BlueprintReadOnly, Category = OST_Character)
- TArray<FVector> DeadPlaces;
- void TryCloseMessages();
- protected:
- void SetMoveDirection();
- void SwitchMateneeChooser();
- AHUD* GetMyHUD();
- void EjectInventory(AOST_Inventory* Inv);
- FVector GetEjectLocation();
- void BlockMoving(bool bBlock);
- void SetDefaultInventory();
- void NextWeapon();
- void PrevWeapon();
- void ActivateWeaponSwitch();
- void UnTargetingWeapon();
- void TargetingWeapon();
- /** Called for forwards/backward input */
- void MoveForward(float Value);
- void MoveVertical(float Value);
- /** Called for side to side input */
- void MoveRight(float Value);
- void Turn(float Rate);
- void LookUp(float Value);
- /**
- * Called via input to turn at a given rate.
- * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
- */
- void TurnAtRate(float Rate);
- /**
- * Called via input to turn look up/down at a given rate.
- * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
- */
- void LookUpAtRate(float Rate);
- /** Handler for when a touch input begins. */
- void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
- // APawn interface
- virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
- // End of APawn i
- };
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