LEAP Documentation 40220
Documentation for the LEAP project
WeaponInstance.h File Reference
#include "CoreMinimal.h"
#include "PlayerStructs.h"
#include "CosmeticAssetBase.h"
#include "Engine/DataTable.h"
#include "Components/ActorComponent.h"
#include "Components/MaterialBillboardComponent.h"
#include "ReactsToMatchEvents.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "ObjectInfoInterface.h"
#include "WeaponInstance.generated.h"

Go to the source code of this file.

Classes

struct  FMontageList
 
struct  FWeaponAttachment
 
struct  FImpactTableRow
 
struct  FImpactEffects
 
struct  FFireModeToFloat
 
class  UWeaponInstance
 

Macros

#define MAX_DELTA_TOLERANCE   0.04f
 
#define DEFAULT_PHYSICS_MATERIAL   "DefaultPhysicalMaterial"
 
#define MAX_DIST_TOLERANCE   400.f
 

Enumerations

enum class  ECompressedFlags : uint8 {
  NONE = 0 , FLAG_JumpPressed = 0x01 , FLAG_WantsToCrouch = 0x02 , FLAG_Reserved_1 = 0x04 ,
  FLAG_Reserved_2 = 0x08 , Jetpack = 0x10 , Dash = 0x20 , Hookshot = 0x40 ,
  OmniDash = 0x80
}
 
enum class  EWeaponState : uint8 {
  Ready , Down , Firing , Reloading ,
  Overheated , Equipping , UnEquipping , WaitingToUnequip ,
  Custom , None = 255
}
 
enum class  EFireMode : uint8 { None = 0 , Primary = 0x00000001 , Secondary = 0x00000002 , Tertiary = 0x00000004 }
 
enum class  EFireType : uint8 { SemiAutomatic , Automatic , Charged }
 
enum class  EReloadType : uint8 { Magazine , Individual }
 
enum class  ECoolDownType : uint8 { Ammo = 0 , CoolDown = 1 }
 
enum class  ECoolDownTrigger : uint8 { Fire = 0 , Unequip = 1 , ActiveTime = 2 , Custom = 3 }
 
enum class  EDesignatorTeamView : uint8 { Everyone , Allies , Enemies , User }
 

Functions

 DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams (FChargeEventSignature, float, TotalTime, float, TimeElapsed)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams (FCoolDownSignature, float, TotalTime, float, TimeElapsed)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam (FWeaponActiveEvent, bool, bActive)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam (FWeaponDesignatorTargetSignature, bool, bValid)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam (FWeaponAmmoChangedSignature, float, CurrentAmmo)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE (FWeaponCancelledEvent)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE (FWeaponOverheatEvent)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE (FWeaponStopActionsSignature)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE (FWeaponCompleteSignature)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam (FWeaponEquipStateChangeSignature, UWeaponInstance *, Weapon)
 

Macro Definition Documentation

◆ DEFAULT_PHYSICS_MATERIAL

#define DEFAULT_PHYSICS_MATERIAL   "DefaultPhysicalMaterial"

◆ MAX_DELTA_TOLERANCE

#define MAX_DELTA_TOLERANCE   0.04f

◆ MAX_DIST_TOLERANCE

#define MAX_DIST_TOLERANCE   400.f

Enumeration Type Documentation

◆ ECompressedFlags

enum class ECompressedFlags : uint8
strong
Enumerator
NONE 
FLAG_JumpPressed 
FLAG_WantsToCrouch 
FLAG_Reserved_1 
FLAG_Reserved_2 
Jetpack 
Dash 
Hookshot 
OmniDash 

◆ ECoolDownTrigger

enum class ECoolDownTrigger : uint8
strong
Enumerator
Fire 
Unequip 
ActiveTime 
Custom 

◆ ECoolDownType

enum class ECoolDownType : uint8
strong
Enumerator
Ammo 
CoolDown 

◆ EDesignatorTeamView

enum class EDesignatorTeamView : uint8
strong
Enumerator
Everyone 
Allies 
Enemies 
User 

◆ EFireMode

enum class EFireMode : uint8
strong
Enumerator
None 
Primary 
Secondary 
Tertiary 

◆ EFireType

enum class EFireType : uint8
strong
Enumerator
SemiAutomatic 
Automatic 
Charged 

◆ EReloadType

enum class EReloadType : uint8
strong
Enumerator
Magazine 
Individual 

◆ EWeaponState

enum class EWeaponState : uint8
strong
Enumerator
Ready 
Down 
Firing 
Reloading 
Overheated 
Equipping 
UnEquipping 
WaitingToUnequip 
Custom 
None 

Function Documentation

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE() [1/4]

DECLARE_DYNAMIC_MULTICAST_DELEGATE ( FWeaponCancelledEvent  )

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE() [2/4]

DECLARE_DYNAMIC_MULTICAST_DELEGATE ( FWeaponCompleteSignature  )

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE() [3/4]

DECLARE_DYNAMIC_MULTICAST_DELEGATE ( FWeaponOverheatEvent  )

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE() [4/4]

DECLARE_DYNAMIC_MULTICAST_DELEGATE ( FWeaponStopActionsSignature  )

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam() [1/4]

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam ( FWeaponActiveEvent  ,
bool  ,
bActive   
)

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam() [2/4]

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam ( FWeaponAmmoChangedSignature  ,
float  ,
CurrentAmmo   
)

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam() [3/4]

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam ( FWeaponDesignatorTargetSignature  ,
bool  ,
bValid   
)

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam() [4/4]

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam ( FWeaponEquipStateChangeSignature  ,
UWeaponInstance ,
Weapon   
)

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams() [1/2]

DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams ( FChargeEventSignature  ,
float  ,
TotalTime  ,
float  ,
TimeElapsed   
)

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams() [2/2]

DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams ( FCoolDownSignature  ,
float  ,
TotalTime  ,
float  ,
TimeElapsed   
)