LEAP Documentation 40220
Documentation for the LEAP project
AProjectXPlayerState Class Reference

#include <ProjectXPlayerState.h>

Inheritance diagram for AProjectXPlayerState:
IOwnedInterface IReactsToMatchEvents ITeamInterface APXPlayerStateBaseControlTesting AProjectXPlayerStateHorde

Public Member Functions

bool operator> (const AProjectXPlayerState &Other) const
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual void BeginPlay () override
 
virtual APlayerState * GetOwnedPlayerState () const override
 
virtual void MatchEnded () override
 
void InitStat ()
 
std::string GetNakamaUserId () const
 
const FString & GetNakamaUserIdAsString () const
 
bool IsNakamaUserIdValid () const
 
int32 SetTeam (int32 NewTeam) override
 
virtual FORCEINLINE int32 GetTeam () const override
 
virtual void ModifyLevel (int32 Delta)
 
virtual void ModifyKills (AProjectXPlayerState *Killed, TSubclassOf< class UProjectXDamageType > DamageType)
 
virtual void ModifyDeployablesDestructed (ADeployable *DeployableDestructed, TSubclassOf< class UProjectXDamageType > DamageType)
 
virtual void ModifyDeaths (int32 Delta, AProjectXPlayerState *KillerState)
 
virtual void ModifyAssists (int32 Delta, APlayerState *PlayerState, float MaxHealth, float Damage)
 
virtual void ModifyTeamKills (int32 Delta)
 
virtual void ModifyXP (EXPEventType Type, APlayerState *TargetState, UObject *Object, float Alpha=1.0f, const TSubclassOf< UExperienceEvent > ExpereienceEventOverride=NULL)
 
virtual void ModifyUltimateCharge (int32 Delta)
 
virtual void BroadcastReviveTimeReceived (float ReviveStartTime)
 
void ModifyCurrency (int32 Delta)
 
virtual void SendQuickChat (AProjectXPlayerState *const To, const FString &Message, const EMessageType MessageType, AActor *const SquadOrderActor)
 
virtual bool GetIsSpawningOnReviveBeacon () const
 
virtual void Server_SendQuickChat (const FQuickChatInfo &QuickChatData)
 
virtual void Client_SendQuickChat (const FQuickChatInfo &QuickChatData)
 
virtual void Client_RequestSpawnTarget ()
 
virtual void SendMessage (const FString &Message, AProjectXPlayerState *const To, const EMessageType MessageType)
 
virtual void Server_SendMessage (const FString &Message, AProjectXPlayerState *To, const EMessageType MessageType)
 
virtual void Client_SendMessage (const FString &Message, AProjectXPlayerState *To, const EMessageType MessageType)
 
virtual void Client_Reliable_UpdateExperienceGains (const FPlayerProgressionUpdates &NewExperienceGains)
 
virtual bool IsValidMessage (const FString &Message, const bool bDisplayErrors=false)
 
virtual FString FormatMessage (const FString &Message)
 
virtual FString FilterMatureLanaguage (const FString &SourceString)
 
virtual void DecrementChatSpamMessageCount ()
 
virtual void Server_PickupItem (int32 PickUpID, AActor *OverlappedActor)
 
void SpawnWorldPickup (TSubclassOf< APickup > PickupClass, const FVector SpawnLocation, const FVector ExpectedLandingPosition)
 
void MultiCast_PickupSpawned (const FWorldPickupInfo &PickUpInfo)
 
void MultiCast_DestroyPickup (int32 PickupID)
 
void MultiCast_SpawnContextObject (const FVector_NetQuantize SpawnLocation, AProjectXPlayerState *SendingPlayerState)
 
FORCEINLINE int32 GetUnpackedPing () const
 
FORCEINLINE FString GetPingString () const
 
FORCEINLINE int32 GetLevel () const
 
FORCEINLINE FString GetLevelString () const
 
FORCEINLINE int32 GetEliminations () const
 
FORCEINLINE FString GetEliminationsString () const
 
FORCEINLINE int32 GetKills () const
 
FORCEINLINE FString GetKillsString () const
 
FORCEINLINE int32 GetDeaths () const
 
FORCEINLINE FString GetDeathsString () const
 
FORCEINLINE int32 GetAssists () const
 
FORCEINLINE FString GetAssistsString () const
 
FORCEINLINE int32 GetTeamKills () const
 
FORCEINLINE FString GetTeamKillsString () const
 
FORCEINLINE bool IsReady () const
 
FORCEINLINE float GetXP () const
 
FORCEINLINE float GetGameXPFromMultiplier () const
 
FORCEINLINE FString GetXPString () const
 
FORCEINLINE bool IsMatchBonusAvailable () const
 
FORCEINLINE bool IsTeamChangeOnCoolDown () const
 
FORCEINLINE int GetUltimateCharge () const
 
FORCEINLINE FString GetUltimateChargeString () const
 
FORCEINLINE bool IsUltimateCharged () const
 
FORCEINLINE int GetMaxUltimateCharge () const
 
const FPlayerProgressionUpdatesGetPlayerProgression () const
 
const FEquipsGetPlayerEquips () const
 
const FGeneralEquipsGetGeneralEquips () const
 
float GetExpMulitplier () const
 
virtual void SetExpMultiplier (float NewMultiplier)
 
void SetMaxUltimateCharge (uint16 NewMaxUltimateCharage)
 
FORCEINLINE TWeakObjectPtr< ADecalActor > GetGraffiti () const
 
void UpdateGraffiti (TWeakObjectPtr< ADecalActor > NewGraffiti)
 
bool IsLocalPlayerState () const
 
virtual FString GetPlayerID () const
 
APickupReviveBeaconGetReviveBeacon () const
 
UTexture2D * GetAvatarImage () const
 
UAnimMontage * GetTaunt (uint8 TauntNumber)
 
virtual bool CanRestartPlayer ()
 
AProjectXCharacterGetCharacter () const
 
void OnStatsLoaded ()
 
void MutePlayerText (APlayerState *Player, bool bToggle)
 
TSubclassOf< AProjectXCharacterGetPreferredPlayerClass () const
 
void SetPreferredPlayerClass (TSubclassOf< AProjectXCharacter > NewPlayerClass)
 
float GetNextRespawnTime () const
 
float GetTimeUntilRespawn () const
 
void SetNextRespawnTime (float NewRespawnTime)
 
virtual void DestroyInvalidDeployables (bool bForce=false)
 
virtual void UpdatePlayerPerkUsage (APawn *InPawn)
 
void OnEquipsLoaded (bool bSuccess)
 
void LoadMatchBonusAvailable ()
 
virtual FPlayerClassUsageGetClassUsageByClass (TSubclassOf< AProjectXCharacter > PlayerClass)
 
virtual FPlayerClassUsageGetMostUsedClass ()
 
const UPlayerProgressionManagerGetPlayerProgressionCDO () const
 
FORCEINLINE UGlobalAmmoComponent * GetGlobalAmmoComponent () const
 
virtual bool AddAuthenticatedTicket (const int32 TicketID, const FAuthWeaponTicket &Ticket)
 
virtual bool ConsumeAuthenticatedTicket (const int32 TicketID, TSubclassOf< class UWeaponInstanceRanged > Weapon, TSubclassOf< AProjectile > &ProjectileClass, float &DamageModifier)
 
virtual void OnTicketExpired (const int32 TicketID)
 
void Server_ProcessProjectileHit (const uint8 ShotID, const int32 &ProjectileID, const FHitResult &HitResult, TSubclassOf< class UWeaponInstanceRanged > Weapon, const TArray< FVector_NetQuantize > &FlightPath, UTelekenesisComponent *TelekenesisComponent=nullptr, const FRotator &CustomRotation=FRotator::ZeroRotator)
 
void Server_ProcessExplosiveProjectileHit (const int32 &ProjectileID, const FHitResult &HitResult, TSubclassOf< class UWeaponInstanceRanged > Weapon, const TArray< FVector_NetQuantize > &FlightPath, const TArray< AActor * > &RadialDamagedActors)
 
virtual TScriptInterface< ISpawnTargetInterfaceGetSpawnTarget () const
 
virtual bool HasSpawnTarget () const
 
bool HasLoadedCosmetics () const
 
bool GetKillExplosion (TSoftObjectPtr< UParticleSystem > &Particle, TSoftObjectPtr< USoundCue > &Sound)
 
virtual void SetSpawnTarget (TScriptInterface< ISpawnTargetInterface > NewSpawnTarget)
 
virtual void StartTeamChangeCoolDown ()
 
float GetTeamSwitchingCoolDownRemaining () const
 
void SetAvatar (UTexture2D *NewAvatar)
 
void PlayTaunt (uint8 TauntID)
 
void OnItemEquipped (ECosmeticType Type, const FString &ShortCode, const FString &EquipCode)
 
void Server_Reliable_UpdateSessionLockedCosmetics (uint16 CosmeticIDNumber)
 
virtual void OnRep_UniqueId () override
 
void UpdatePassiveUltimateCharge ()
 
void UpdateKillExplosion (UCosmeticExplosionAsset *CosmeticAsset)
 
virtual void AddHealingDone (const float HealedAmount)
 
virtual void AddRepairingDone (const float RepairedAmount, UClass *const TargetClassRepaired)
 
virtual void ActivateHealBufferCheck ()
 
virtual void DeactivateHealBufferCheck ()
 
virtual void ActivateRepairBufferCheck ()
 
virtual void DeactivateRepairBufferCheck ()
 
virtual void ToggleReviveBeacon (bool bActivate)
 
virtual void UltimateFinished ()
 
virtual void UltimateStarted (UWeaponInstance *Weapon)
 
virtual void SetReadyStatus (bool bNewReadyStatus)
 
void SetCanChangeTeams (bool bNewCanChangeTeams)
 
void SpawnActorOnProjectileHit (const AProjectile *HitProjectile, const FHitResult &HitResult, const FRotator &CustomRotator=FRotator::ZeroRotator)
 
void SetSquadLeader (bool const InSquadLeader)
 
void SetCurrentSquadOrder (FSquadOrder const InSquadOrder)
 
FVector GetReviveBeaconSpawnLocation ()
 
bool IsSquadLeader ()
 
FSquadOrder GetCurrentSquadOrder ()
 
int32 IsPlayerStateNemesis (AProjectXPlayerState *const NemesisPlayerState)
 
void PlayAnnouncerSpawnSound ()
 
void ModifyKillsByClass (AProjectXPlayerState *Killed)
 
void Client_PlayAnnouncer (const FString &VoiceToPlay)
 
void Server_UpdateStat (EStatNames StatToUpdate, int32 Value, UObject *InObject, const EStatUpdateBehaviour &StatUpdateBehaviour, int32 InDebugMapType, const FString &InDebugMapName)
 
void Client_UnlockAchievement (const EAchievementData AchievementToUnlock)
 
void Server_KickPlayer (AProjectXPlayerState *PlayerToKick)
 
void Client_QueryAchievements ()
 
- Public Member Functions inherited from IOwnedInterface
template<class T >
T * GetOwnedPlayerState () const
 
virtual APlayerState * GetOwnedPlayerState () const
 
template<class T >
T * GetOwningController () const
 
virtual AController * GetOwningController () const
 
virtual void OnOwnerLeave ()
 
virtual void OnOwnerDied ()
 
- Public Member Functions inherited from IReactsToMatchEvents
void OnMatchStarted ()
 
virtual void MatchStarted ()
 
void OnMatchEnded ()
 
virtual void MatchEnded ()
 
virtual int32 GetTeam () const
 
virtual int32 SetTeam (int32 NewTeam)
 

Static Public Member Functions

static float ValidateFlightPath (UObject *const WorldContextObject, const TArray< FVector_NetQuantize > &FlightPath, AActor *HitActor=NULL)
 
static float GetFlightPathDistance (const TArray< FVector_NetQuantize > &FlightPath)
 
static void SortPlayerStates (const TArray< AProjectXPlayerState * > &InPlayerStateList, TArray< AProjectXPlayerState * > &OutPlayerStateList)
 
static APlayerState * GetPlayerStateByName (const UObject *WorldContextObject, const FString &Name)
 
static AProjectXPlayerStateGetPlayerStateByID (const UObject *WorldContextObject, const FString &ID)
 
static AProjectXPlayerStateGetPlayerStateByPlayerID (const UObject *WorldContextObject, int32 ID)
 
static AProjectXPlayerStateGetPlayerStateByNakamaPlayerID (const UObject *WorldContextObject, const FString &ID)
 
static TSubclassOf< AProjectXCharacterGetClassFromUsage (const FPlayerClassUsage &ClassUsage)
 
static float GetTimeFromUsage (const FPlayerClassUsage &ClassUsage)
 
static int32 GetSpawnCountFromUsage (const FPlayerClassUsage &ClassUsage)
 
- Static Public Member Functions inherited from ITeamInterface
static bool IsValidTeam (const ITeamInterface *const TeamInferface)
 

Public Attributes

float UltChargeMultiplier = 1.0f
 
FPlayerStatsChangedSignature OnPlayerStatsChanged
 
FXPChangedSignature OnXPChanged
 
FPlayerCurrencyGainedSignature OnUltimateChargeChanged
 
FXPChangedSignature OnTotalXPChanged
 
FPlayerCurrencyGainedSignature OnCurrencyGained
 
FScoreChangedSignature OnPlayerScoreChanged
 
FPlayerLevelChangedSignature OnPlayerLevelChanged
 
FExperienceEventSignature OnExpGained
 
FClassEventSignature OnPlayerClassChanged
 
FReviveTimerReceived OnReviveTimerReceived
 
FPlayerStateObjectChangedSignature OnPlayerStateNextRespawnTimeChanged
 
FPlayerChangedTeamSignature OnPlayerChangedTeam
 
FSpawnTargetChangedSignature OnSpawnPointChanged
 
FTeamChangeCoolDownSignature OnTeamChangeCoolDownStart
 
FTeamChangeCoolDownSignature OnTeamChangeCoolDownFinish
 
FAvatarUpdatedSignature OnAvatarChangeDelegateEvent
 
FCurrencyChangedSignature OnCurrencyUpdated
 
FMessageReceivedSignature OnMessageReceieved
 
FOnSquadLeaderChanged OnSquadLeaderChanged
 
FQuickChatMessageReceivedSignature OnQuickChatMessageReceived
 
FUltimateTriggeredSignature OnUltimateTriggered
 
FUltimateUsedSignature OnUltimateUsed
 
FOnCosmeticsUpdatedSignature OnCosmeticsUpdated
 
FPlayerKillSignature OnPlayerKillEvent
 
FOnEquipsUpdatedSignature OnEquipsUpdated
 
FPlayerStatsChangedSignature OnGameXPFromMultiplierReceived
 
FPLayerStateReadyChangedSignature OnPlayerStateReadyEvent
 
FPlayerStatsChangedSignature OnPlayerProgressionRewardedEvent
 

Static Public Attributes

static TArray< FString > MessageHistory
 

Protected Member Functions

virtual void OverrideWith (APlayerState *PlayerState) override
 
virtual void CopyProperties (APlayerState *PlayerState) override
 
virtual void OnRep_Kills (uint16 LastKills)
 
virtual void OnRep_Deaths (uint16 LastDeaths)
 
virtual void OnRep_Assists (uint16 LastAssists)
 
virtual void OnRep_Score () override
 
virtual void OnRep_GameXP (uint16 LastXP)
 
virtual void OnRep_Level (uint16 PreviousLevel)
 
virtual void OnRep_UltimateCharge ()
 
virtual void OnRep_PlayerClass ()
 
virtual void OnRep_Team ()
 
virtual void OnRep_CanSwitchTeams ()
 
virtual void OnRep_SquadLeader ()
 
virtual void OnRep_NextRespawnTime ()
 
virtual void OnRep_Ready ()
 
virtual void OnPlayerStateRemovedFromGameState (APlayerState *RemovedPlayerState)
 
virtual void DoHealBonusXPBufferCheck ()
 
virtual void DoRepairBonusXPBufferCheck ()
 
void LoadGeneralCosmetics (ECosmeticType Type, const FEquips &LoadingEquips, const FString &EquipCode)
 
void LoadCosmeticMaterialAsset (TSoftObjectPtr< UMaterialInstance > AssetPointer, FDelegateMaterialInstanceSignature Callback)
 
void LoadPlayerPerk ()
 
void Server_SendNakamaUserId (const FString &InNakamaUserId)
 
void Server_Reliable_ToggleReviveBeacon (bool bActive)
 
void Server_Reliable_PlayTaunt (uint8 TauntID)
 
void Multicast_Unreliable_PlayTaunt (uint8 TauntID)
 
void Multicast_Reliable_EquipCosmeticItem (ECosmeticType Type, uint16 ShortCodeIndex, uint16 EquipCodeIndex)
 
void Server_Reliable_EquipItem (ECosmeticType Type, uint16 ShortCodeIndex, uint16 EquipCodeIndex)
 
void Client_Reliable_SendGameXPFromMultiplier (uint16 BonusEXP)
 

Protected Attributes

uint16 Kills = 0
 
uint16 Deaths = 0
 
uint16 Assists = 0
 
uint16 Level = 0
 
uint16 GameXP = 0
 
uint16 UltimateCharge = 0
 
uint8 Team = UINT8_MAX
 
bool bCanChangeTeam = true
 
TSubclassOf< AProjectXCharacterPreferredPlayerClass = NULL
 
bool bSquadLeader = false
 
FSquadOrder CurrentSquadOrder
 
float NextRespawnTime = 0.f
 
bool bReady = false
 
bool bIsAdmin = false
 
TWeakObjectPtr< APickupReviveBeaconReviveBeacon
 
TSubclassOf< AProjectXCharacterPawnPlayerClass = NULL
 
TWeakObjectPtr< AActor > SpawnTarget = NULL
 
TWeakObjectPtr< ADecalActor > Graffiti
 
FGeneralEquips GeneralEquips
 
float SpawnWorldTime = -1.f
 
TMap< int32, FAuthWeaponTicketAuthenticatedTicketMap
 
UCosmeticExplosionAssetKillExplosionAsset = NULL
 
TMap< uint8, UAnimMontage * > TauntMontages
 
UTexture2D * AvatarReference = NULL
 
UGlobalAmmoComponent * GlobalAmmoComponent = NULL
 
float TeamSwitchCoolDownDuration = 0.0f
 
int32 MaxUltimateCharge = 2
 
float HealBonusBufferCheckTime = 2.0f
 
float HealBonusThreshold = 2.0f
 
float RepairBonusBufferCheckTime = 2.0f
 
float RepairBonusThreshold = 300.f
 
int32 Currency = 0
 
bool bUsedUltimate = false
 
uint16 GameXPFromMultiplier = 0
 
float EXPMultiplier = 1.0f
 
bool bMatchBonusIsAvailable = false
 
TArray< FPlayerClassUsagePlayerClassUsageList
 
FPlayerProgressionUpdates PlayerProgressionUpdates
 
uint16 TeamKills = 0
 
FTimerHandle TeamSwitchTimer
 
FTimerHandle ChatSpamTimer
 
uint8 ChatSpamMessageCount
 
TMap< uint32, FNemesisTrackingInfoNemesisInfoMap = TMap<uint32, FNemesisTrackingInfo>()
 
uint32 LastKillerID = 0
 
float HealBonusXPBuffer = 0.f
 
FTimerHandle HealBonusXPCheckTimerHandle
 
TMap< UClass *, float > RepairBonusXPBuffer = TMap<UClass*, float>()
 
FTimerHandle RepairBonusXPCheckTimerHandle
 
FEquips Equips
 
FString EnemyDeployableDestroyed = "VO_EquipementDestroyed_Enemy"
 
FString KilledLitEnemy = "VO_TheyWereLit"
 
FString DoubleKill = "VO_DoubleKill"
 
FString TripleKill = "VO_TripleKill"
 
FString QuadKill = "VO_QuadKill"
 
FString QuintKill = "VO_QuintKill"
 
FString BecomeNemesis = "VO_Nemesis"
 
FString AquiredNemesis = "VO_Nemesis_Recieve"
 
FString NemesisKilled = "VO_NemesisPayback"
 
FString PayBack = "VO_Payback"
 
FString Avenger = "VO_Avenger"
 
FString Saviour = "VO_Saviour"
 
FString Death = "VO_Death"
 
FString AssaultClassID = "Assault"
 
FString EngineerClassID = "Engineer"
 
FString ExplosiveClassID = "Explosive"
 
FString HeavyClassID = "Heavy"
 
FString SpecOpsClassID = "SpecOps"
 
FString SniperClassID = "Sniper"
 
FString Assault = "VO_SpawnAssault"
 
FString Sniper = "VO_SpawnSniper"
 
FString Heavy = "VO_SpawnHeavy"
 
FString Engineer = "VO_SpawnEngineer"
 
FString SpecOps = "VO_SpawnSpecops"
 
FString Explosive = "VO_SpawnTech"
 
FString NakamaUserId = "b297c970-8355-4768-9f41-6b03ccd8a938"
 
bool bLoadedCosmetics = false
 
FVector ReviveBeaconSpawnLocation = FVector::ZeroVector
 

Member Function Documentation

◆ ActivateHealBufferCheck()

void AProjectXPlayerState::ActivateHealBufferCheck ( )
virtual

◆ ActivateRepairBufferCheck()

void AProjectXPlayerState::ActivateRepairBufferCheck ( )
virtual

◆ AddAuthenticatedTicket()

bool AProjectXPlayerState::AddAuthenticatedTicket ( const int32  TicketID,
const FAuthWeaponTicket Ticket 
)
virtual

◆ AddHealingDone()

void AProjectXPlayerState::AddHealingDone ( const float  HealedAmount)
virtual

◆ AddRepairingDone()

void AProjectXPlayerState::AddRepairingDone ( const float  RepairedAmount,
UClass *const  TargetClassRepaired 
)
virtual

◆ BeginPlay()

void AProjectXPlayerState::BeginPlay ( )
overridevirtual

◆ BroadcastReviveTimeReceived()

void AProjectXPlayerState::BroadcastReviveTimeReceived ( float  ReviveStartTime)
virtual

◆ CanRestartPlayer()

bool AProjectXPlayerState::CanRestartPlayer ( )
virtual

◆ Client_PlayAnnouncer()

void AProjectXPlayerState::Client_PlayAnnouncer ( const FString &  VoiceToPlay)

◆ Client_QueryAchievements()

void AProjectXPlayerState::Client_QueryAchievements ( )

◆ Client_Reliable_SendGameXPFromMultiplier()

void AProjectXPlayerState::Client_Reliable_SendGameXPFromMultiplier ( uint16  BonusEXP)
protected

◆ Client_Reliable_UpdateExperienceGains()

virtual void AProjectXPlayerState::Client_Reliable_UpdateExperienceGains ( const FPlayerProgressionUpdates NewExperienceGains)
virtual

◆ Client_RequestSpawnTarget()

virtual void AProjectXPlayerState::Client_RequestSpawnTarget ( )
virtual

◆ Client_SendMessage()

virtual void AProjectXPlayerState::Client_SendMessage ( const FString &  Message,
AProjectXPlayerState To,
const EMessageType  MessageType 
)
virtual

◆ Client_SendQuickChat()

virtual void AProjectXPlayerState::Client_SendQuickChat ( const FQuickChatInfo QuickChatData)
virtual

◆ Client_UnlockAchievement()

void AProjectXPlayerState::Client_UnlockAchievement ( const EAchievementData  AchievementToUnlock)

◆ ConsumeAuthenticatedTicket()

bool AProjectXPlayerState::ConsumeAuthenticatedTicket ( const int32  TicketID,
TSubclassOf< class UWeaponInstanceRanged Weapon,
TSubclassOf< AProjectile > &  ProjectileClass,
float &  DamageModifier 
)
virtual

◆ CopyProperties()

void AProjectXPlayerState::CopyProperties ( APlayerState *  PlayerState)
overrideprotectedvirtual

◆ DeactivateHealBufferCheck()

void AProjectXPlayerState::DeactivateHealBufferCheck ( )
virtual

◆ DeactivateRepairBufferCheck()

void AProjectXPlayerState::DeactivateRepairBufferCheck ( )
virtual

◆ DecrementChatSpamMessageCount()

void AProjectXPlayerState::DecrementChatSpamMessageCount ( )
virtual

◆ DestroyInvalidDeployables()

void AProjectXPlayerState::DestroyInvalidDeployables ( bool  bForce = false)
virtual

◆ DoHealBonusXPBufferCheck()

void AProjectXPlayerState::DoHealBonusXPBufferCheck ( )
protectedvirtual

◆ DoRepairBonusXPBufferCheck()

void AProjectXPlayerState::DoRepairBonusXPBufferCheck ( )
protectedvirtual

◆ EndPlay()

void AProjectXPlayerState::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overridevirtual

◆ FilterMatureLanaguage()

FString AProjectXPlayerState::FilterMatureLanaguage ( const FString &  SourceString)
virtual

◆ FormatMessage()

FString AProjectXPlayerState::FormatMessage ( const FString &  Message)
virtual

◆ GetAssists()

FORCEINLINE int32 AProjectXPlayerState::GetAssists ( ) const
inline

◆ GetAssistsString()

FORCEINLINE FString AProjectXPlayerState::GetAssistsString ( ) const
inline

◆ GetAvatarImage()

UTexture2D * AProjectXPlayerState::GetAvatarImage ( ) const
inline

◆ GetCharacter()

AProjectXCharacter * AProjectXPlayerState::GetCharacter ( ) const

◆ GetClassFromUsage()

static TSubclassOf< AProjectXCharacter > AProjectXPlayerState::GetClassFromUsage ( const FPlayerClassUsage ClassUsage)
inlinestatic

◆ GetClassUsageByClass()

FPlayerClassUsage & AProjectXPlayerState::GetClassUsageByClass ( TSubclassOf< AProjectXCharacter PlayerClass)
virtual

◆ GetCurrentSquadOrder()

FSquadOrder AProjectXPlayerState::GetCurrentSquadOrder ( )
inline

◆ GetDeaths()

FORCEINLINE int32 AProjectXPlayerState::GetDeaths ( ) const
inline

◆ GetDeathsString()

FORCEINLINE FString AProjectXPlayerState::GetDeathsString ( ) const
inline

◆ GetEliminations()

FORCEINLINE int32 AProjectXPlayerState::GetEliminations ( ) const
inline

◆ GetEliminationsString()

FORCEINLINE FString AProjectXPlayerState::GetEliminationsString ( ) const
inline

◆ GetExpMulitplier()

float AProjectXPlayerState::GetExpMulitplier ( ) const
inline

◆ GetFlightPathDistance()

float AProjectXPlayerState::GetFlightPathDistance ( const TArray< FVector_NetQuantize > &  FlightPath)
static

◆ GetGameXPFromMultiplier()

FORCEINLINE float AProjectXPlayerState::GetGameXPFromMultiplier ( ) const
inline

◆ GetGeneralEquips()

const FGeneralEquips & AProjectXPlayerState::GetGeneralEquips ( ) const
inline

◆ GetGlobalAmmoComponent()

FORCEINLINE UGlobalAmmoComponent * AProjectXPlayerState::GetGlobalAmmoComponent ( ) const
inline

◆ GetGraffiti()

FORCEINLINE TWeakObjectPtr< ADecalActor > AProjectXPlayerState::GetGraffiti ( ) const
inline

◆ GetIsSpawningOnReviveBeacon()

bool AProjectXPlayerState::GetIsSpawningOnReviveBeacon ( ) const
virtual

◆ GetKillExplosion()

bool AProjectXPlayerState::GetKillExplosion ( TSoftObjectPtr< UParticleSystem > &  Particle,
TSoftObjectPtr< USoundCue > &  Sound 
)

◆ GetKills()

FORCEINLINE int32 AProjectXPlayerState::GetKills ( ) const
inline

◆ GetKillsString()

FORCEINLINE FString AProjectXPlayerState::GetKillsString ( ) const
inline

◆ GetLevel()

FORCEINLINE int32 AProjectXPlayerState::GetLevel ( ) const
inline

◆ GetLevelString()

FORCEINLINE FString AProjectXPlayerState::GetLevelString ( ) const
inline

◆ GetMaxUltimateCharge()

FORCEINLINE int AProjectXPlayerState::GetMaxUltimateCharge ( ) const
inline

◆ GetMostUsedClass()

FPlayerClassUsage & AProjectXPlayerState::GetMostUsedClass ( )
virtual

◆ GetNakamaUserId()

std::string AProjectXPlayerState::GetNakamaUserId ( ) const

◆ GetNakamaUserIdAsString()

const FString & AProjectXPlayerState::GetNakamaUserIdAsString ( ) const
inline

◆ GetNextRespawnTime()

float AProjectXPlayerState::GetNextRespawnTime ( ) const
inline

◆ GetOwnedPlayerState()

APlayerState * AProjectXPlayerState::GetOwnedPlayerState ( ) const
overridevirtual

Reimplemented from IOwnedInterface.

◆ GetPingString()

FORCEINLINE FString AProjectXPlayerState::GetPingString ( ) const
inline

◆ GetPlayerEquips()

const FEquips & AProjectXPlayerState::GetPlayerEquips ( ) const

◆ GetPlayerID()

FString AProjectXPlayerState::GetPlayerID ( ) const
virtual

◆ GetPlayerProgression()

const FPlayerProgressionUpdates & AProjectXPlayerState::GetPlayerProgression ( ) const
inline

◆ GetPlayerProgressionCDO()

const UPlayerProgressionManager * AProjectXPlayerState::GetPlayerProgressionCDO ( ) const

◆ GetPlayerStateByID()

AProjectXPlayerState * AProjectXPlayerState::GetPlayerStateByID ( const UObject *  WorldContextObject,
const FString &  ID 
)
static

◆ GetPlayerStateByNakamaPlayerID()

AProjectXPlayerState * AProjectXPlayerState::GetPlayerStateByNakamaPlayerID ( const UObject *  WorldContextObject,
const FString &  ID 
)
static

◆ GetPlayerStateByName()

APlayerState * AProjectXPlayerState::GetPlayerStateByName ( const UObject *  WorldContextObject,
const FString &  Name 
)
static

◆ GetPlayerStateByPlayerID()

AProjectXPlayerState * AProjectXPlayerState::GetPlayerStateByPlayerID ( const UObject *  WorldContextObject,
int32  ID 
)
static

◆ GetPreferredPlayerClass()

TSubclassOf< AProjectXCharacter > AProjectXPlayerState::GetPreferredPlayerClass ( ) const
inline

◆ GetReviveBeacon()

APickupReviveBeacon * AProjectXPlayerState::GetReviveBeacon ( ) const
inline

◆ GetReviveBeaconSpawnLocation()

FVector AProjectXPlayerState::GetReviveBeaconSpawnLocation ( )
inline

◆ GetSpawnCountFromUsage()

static int32 AProjectXPlayerState::GetSpawnCountFromUsage ( const FPlayerClassUsage ClassUsage)
inlinestatic

◆ GetSpawnTarget()

TScriptInterface< ISpawnTargetInterface > AProjectXPlayerState::GetSpawnTarget ( ) const
virtual

◆ GetTaunt()

UAnimMontage * AProjectXPlayerState::GetTaunt ( uint8  TauntNumber)
inline

◆ GetTeam()

virtual FORCEINLINE int32 AProjectXPlayerState::GetTeam ( ) const
inlineoverridevirtual

Reimplemented from ITeamInterface.

◆ GetTeamKills()

FORCEINLINE int32 AProjectXPlayerState::GetTeamKills ( ) const
inline

◆ GetTeamKillsString()

FORCEINLINE FString AProjectXPlayerState::GetTeamKillsString ( ) const
inline

◆ GetTeamSwitchingCoolDownRemaining()

float AProjectXPlayerState::GetTeamSwitchingCoolDownRemaining ( ) const

◆ GetTimeFromUsage()

static float AProjectXPlayerState::GetTimeFromUsage ( const FPlayerClassUsage ClassUsage)
inlinestatic

◆ GetTimeUntilRespawn()

float AProjectXPlayerState::GetTimeUntilRespawn ( ) const
inline

◆ GetUltimateCharge()

FORCEINLINE int AProjectXPlayerState::GetUltimateCharge ( ) const
inline

◆ GetUltimateChargeString()

FORCEINLINE FString AProjectXPlayerState::GetUltimateChargeString ( ) const
inline

◆ GetUnpackedPing()

FORCEINLINE int32 AProjectXPlayerState::GetUnpackedPing ( ) const
inline

◆ GetXP()

FORCEINLINE float AProjectXPlayerState::GetXP ( ) const
inline

◆ GetXPString()

FORCEINLINE FString AProjectXPlayerState::GetXPString ( ) const
inline

◆ HasLoadedCosmetics()

bool AProjectXPlayerState::HasLoadedCosmetics ( ) const
inline

◆ HasSpawnTarget()

bool AProjectXPlayerState::HasSpawnTarget ( ) const
virtual

◆ InitStat()

void AProjectXPlayerState::InitStat ( )

◆ IsLocalPlayerState()

bool AProjectXPlayerState::IsLocalPlayerState ( ) const

◆ IsMatchBonusAvailable()

FORCEINLINE bool AProjectXPlayerState::IsMatchBonusAvailable ( ) const
inline

◆ IsNakamaUserIdValid()

bool AProjectXPlayerState::IsNakamaUserIdValid ( ) const

◆ IsPlayerStateNemesis()

int32 AProjectXPlayerState::IsPlayerStateNemesis ( AProjectXPlayerState *const  NemesisPlayerState)

◆ IsReady()

FORCEINLINE bool AProjectXPlayerState::IsReady ( ) const
inline

◆ IsSquadLeader()

bool AProjectXPlayerState::IsSquadLeader ( )
inline

◆ IsTeamChangeOnCoolDown()

FORCEINLINE bool AProjectXPlayerState::IsTeamChangeOnCoolDown ( ) const
inline

◆ IsUltimateCharged()

FORCEINLINE bool AProjectXPlayerState::IsUltimateCharged ( ) const
inline

◆ IsValidMessage()

bool AProjectXPlayerState::IsValidMessage ( const FString &  Message,
const bool  bDisplayErrors = false 
)
virtual

◆ LoadCosmeticMaterialAsset()

void AProjectXPlayerState::LoadCosmeticMaterialAsset ( TSoftObjectPtr< UMaterialInstance >  AssetPointer,
FDelegateMaterialInstanceSignature  Callback 
)
protected

◆ LoadGeneralCosmetics()

void AProjectXPlayerState::LoadGeneralCosmetics ( ECosmeticType  Type,
const FEquips LoadingEquips,
const FString &  EquipCode 
)
protected

◆ LoadMatchBonusAvailable()

void AProjectXPlayerState::LoadMatchBonusAvailable ( )

◆ LoadPlayerPerk()

void AProjectXPlayerState::LoadPlayerPerk ( )
protected

◆ MatchEnded()

void AProjectXPlayerState::MatchEnded ( )
overridevirtual

Reimplemented from IReactsToMatchEvents.

◆ ModifyAssists()

void AProjectXPlayerState::ModifyAssists ( int32  Delta,
APlayerState *  PlayerState,
float  MaxHealth,
float  Damage 
)
virtual

◆ ModifyCurrency()

void AProjectXPlayerState::ModifyCurrency ( int32  Delta)

◆ ModifyDeaths()

void AProjectXPlayerState::ModifyDeaths ( int32  Delta,
AProjectXPlayerState KillerState 
)
virtual

◆ ModifyDeployablesDestructed()

void AProjectXPlayerState::ModifyDeployablesDestructed ( ADeployable DeployableDestructed,
TSubclassOf< class UProjectXDamageType DamageType 
)
virtual

◆ ModifyKills()

void AProjectXPlayerState::ModifyKills ( AProjectXPlayerState Killed,
TSubclassOf< class UProjectXDamageType DamageType 
)
virtual

◆ ModifyKillsByClass()

void AProjectXPlayerState::ModifyKillsByClass ( AProjectXPlayerState Killed)

◆ ModifyLevel()

void AProjectXPlayerState::ModifyLevel ( int32  Delta)
virtual

◆ ModifyTeamKills()

void AProjectXPlayerState::ModifyTeamKills ( int32  Delta)
virtual

◆ ModifyUltimateCharge()

void AProjectXPlayerState::ModifyUltimateCharge ( int32  Delta)
virtual

◆ ModifyXP()

void AProjectXPlayerState::ModifyXP ( EXPEventType  Type,
APlayerState *  TargetState,
UObject *  Object,
float  Alpha = 1.0f,
const TSubclassOf< UExperienceEvent ExpereienceEventOverride = NULL 
)
virtual

◆ MultiCast_DestroyPickup()

void AProjectXPlayerState::MultiCast_DestroyPickup ( int32  PickupID)

◆ MultiCast_PickupSpawned()

void AProjectXPlayerState::MultiCast_PickupSpawned ( const FWorldPickupInfo PickUpInfo)

◆ Multicast_Reliable_EquipCosmeticItem()

void AProjectXPlayerState::Multicast_Reliable_EquipCosmeticItem ( ECosmeticType  Type,
uint16  ShortCodeIndex,
uint16  EquipCodeIndex 
)
protected

◆ MultiCast_SpawnContextObject()

void AProjectXPlayerState::MultiCast_SpawnContextObject ( const FVector_NetQuantize  SpawnLocation,
AProjectXPlayerState SendingPlayerState 
)

◆ Multicast_Unreliable_PlayTaunt()

void AProjectXPlayerState::Multicast_Unreliable_PlayTaunt ( uint8  TauntID)
protected

◆ MutePlayerText()

void AProjectXPlayerState::MutePlayerText ( APlayerState *  Player,
bool  bToggle 
)

◆ OnEquipsLoaded()

void AProjectXPlayerState::OnEquipsLoaded ( bool  bSuccess)

◆ OnItemEquipped()

void AProjectXPlayerState::OnItemEquipped ( ECosmeticType  Type,
const FString &  ShortCode,
const FString &  EquipCode 
)

◆ OnPlayerStateRemovedFromGameState()

void AProjectXPlayerState::OnPlayerStateRemovedFromGameState ( APlayerState *  RemovedPlayerState)
protectedvirtual

◆ OnRep_Assists()

void AProjectXPlayerState::OnRep_Assists ( uint16  LastAssists)
protectedvirtual

◆ OnRep_CanSwitchTeams()

void AProjectXPlayerState::OnRep_CanSwitchTeams ( )
protectedvirtual

◆ OnRep_Deaths()

void AProjectXPlayerState::OnRep_Deaths ( uint16  LastDeaths)
protectedvirtual

◆ OnRep_GameXP()

void AProjectXPlayerState::OnRep_GameXP ( uint16  LastXP)
protectedvirtual

◆ OnRep_Kills()

void AProjectXPlayerState::OnRep_Kills ( uint16  LastKills)
protectedvirtual

◆ OnRep_Level()

void AProjectXPlayerState::OnRep_Level ( uint16  PreviousLevel)
protectedvirtual

◆ OnRep_NextRespawnTime()

void AProjectXPlayerState::OnRep_NextRespawnTime ( )
protectedvirtual

◆ OnRep_PlayerClass()

void AProjectXPlayerState::OnRep_PlayerClass ( )
protectedvirtual

◆ OnRep_Ready()

void AProjectXPlayerState::OnRep_Ready ( )
protectedvirtual

◆ OnRep_Score()

void AProjectXPlayerState::OnRep_Score ( )
overrideprotectedvirtual

◆ OnRep_SquadLeader()

void AProjectXPlayerState::OnRep_SquadLeader ( )
protectedvirtual

◆ OnRep_Team()

void AProjectXPlayerState::OnRep_Team ( )
protectedvirtual

◆ OnRep_UltimateCharge()

void AProjectXPlayerState::OnRep_UltimateCharge ( )
protectedvirtual

◆ OnRep_UniqueId()

void AProjectXPlayerState::OnRep_UniqueId ( )
overridevirtual

◆ OnStatsLoaded()

void AProjectXPlayerState::OnStatsLoaded ( )

◆ OnTicketExpired()

void AProjectXPlayerState::OnTicketExpired ( const int32  TicketID)
virtual

◆ operator>()

bool AProjectXPlayerState::operator> ( const AProjectXPlayerState Other) const
inline

◆ OverrideWith()

void AProjectXPlayerState::OverrideWith ( APlayerState *  PlayerState)
overrideprotectedvirtual

◆ PlayAnnouncerSpawnSound()

void AProjectXPlayerState::PlayAnnouncerSpawnSound ( )

◆ PlayTaunt()

void AProjectXPlayerState::PlayTaunt ( uint8  TauntID)

◆ SendMessage()

void AProjectXPlayerState::SendMessage ( const FString &  Message,
AProjectXPlayerState *const  To,
const EMessageType  MessageType 
)
virtual

◆ SendQuickChat()

void AProjectXPlayerState::SendQuickChat ( AProjectXPlayerState *const  To,
const FString &  Message,
const EMessageType  MessageType,
AActor *const  SquadOrderActor 
)
virtual

◆ Server_KickPlayer()

void AProjectXPlayerState::Server_KickPlayer ( AProjectXPlayerState PlayerToKick)

◆ Server_PickupItem()

virtual void AProjectXPlayerState::Server_PickupItem ( int32  PickUpID,
AActor *  OverlappedActor 
)
virtual

◆ Server_ProcessExplosiveProjectileHit()

void AProjectXPlayerState::Server_ProcessExplosiveProjectileHit ( const int32 &  ProjectileID,
const FHitResult &  HitResult,
TSubclassOf< class UWeaponInstanceRanged Weapon,
const TArray< FVector_NetQuantize > &  FlightPath,
const TArray< AActor * > &  RadialDamagedActors 
)

◆ Server_ProcessProjectileHit()

void AProjectXPlayerState::Server_ProcessProjectileHit ( const uint8  ShotID,
const int32 &  ProjectileID,
const FHitResult &  HitResult,
TSubclassOf< class UWeaponInstanceRanged Weapon,
const TArray< FVector_NetQuantize > &  FlightPath,
UTelekenesisComponent *  TelekenesisComponent = nullptr,
const FRotator &  CustomRotation = FRotator::ZeroRotator 
)

◆ Server_Reliable_EquipItem()

void AProjectXPlayerState::Server_Reliable_EquipItem ( ECosmeticType  Type,
uint16  ShortCodeIndex,
uint16  EquipCodeIndex 
)
protected

◆ Server_Reliable_PlayTaunt()

void AProjectXPlayerState::Server_Reliable_PlayTaunt ( uint8  TauntID)
protected

◆ Server_Reliable_ToggleReviveBeacon()

void AProjectXPlayerState::Server_Reliable_ToggleReviveBeacon ( bool  bActive)
protected

◆ Server_Reliable_UpdateSessionLockedCosmetics()

void AProjectXPlayerState::Server_Reliable_UpdateSessionLockedCosmetics ( uint16  CosmeticIDNumber)

◆ Server_SendMessage()

virtual void AProjectXPlayerState::Server_SendMessage ( const FString &  Message,
AProjectXPlayerState To,
const EMessageType  MessageType 
)
virtual

◆ Server_SendNakamaUserId()

void AProjectXPlayerState::Server_SendNakamaUserId ( const FString &  InNakamaUserId)
protected

◆ Server_SendQuickChat()

virtual void AProjectXPlayerState::Server_SendQuickChat ( const FQuickChatInfo QuickChatData)
virtual

◆ Server_UpdateStat()

void AProjectXPlayerState::Server_UpdateStat ( EStatNames  StatToUpdate,
int32  Value,
UObject *  InObject,
const EStatUpdateBehaviour StatUpdateBehaviour,
int32  InDebugMapType,
const FString &  InDebugMapName 
)

◆ SetAvatar()

void AProjectXPlayerState::SetAvatar ( UTexture2D *  NewAvatar)

◆ SetCanChangeTeams()

void AProjectXPlayerState::SetCanChangeTeams ( bool  bNewCanChangeTeams)

◆ SetCurrentSquadOrder()

void AProjectXPlayerState::SetCurrentSquadOrder ( FSquadOrder const  InSquadOrder)

◆ SetExpMultiplier()

virtual void AProjectXPlayerState::SetExpMultiplier ( float  NewMultiplier)
inlinevirtual

◆ SetMaxUltimateCharge()

void AProjectXPlayerState::SetMaxUltimateCharge ( uint16  NewMaxUltimateCharage)
inline

◆ SetNextRespawnTime()

void AProjectXPlayerState::SetNextRespawnTime ( float  NewRespawnTime)

◆ SetPreferredPlayerClass()

void AProjectXPlayerState::SetPreferredPlayerClass ( TSubclassOf< AProjectXCharacter NewPlayerClass)

◆ SetReadyStatus()

void AProjectXPlayerState::SetReadyStatus ( bool  bNewReadyStatus)
virtual

◆ SetSpawnTarget()

void AProjectXPlayerState::SetSpawnTarget ( TScriptInterface< ISpawnTargetInterface NewSpawnTarget)
virtual

◆ SetSquadLeader()

void AProjectXPlayerState::SetSquadLeader ( bool const  InSquadLeader)

◆ SetTeam()

int32 AProjectXPlayerState::SetTeam ( int32  NewTeam)
overridevirtual

Reimplemented from ITeamInterface.

◆ SortPlayerStates()

void AProjectXPlayerState::SortPlayerStates ( const TArray< AProjectXPlayerState * > &  InPlayerStateList,
TArray< AProjectXPlayerState * > &  OutPlayerStateList 
)
static

◆ SpawnActorOnProjectileHit()

void AProjectXPlayerState::SpawnActorOnProjectileHit ( const AProjectile HitProjectile,
const FHitResult &  HitResult,
const FRotator &  CustomRotator = FRotator::ZeroRotator 
)

◆ SpawnWorldPickup()

void AProjectXPlayerState::SpawnWorldPickup ( TSubclassOf< APickup PickupClass,
const FVector  SpawnLocation,
const FVector  ExpectedLandingPosition 
)

◆ StartTeamChangeCoolDown()

void AProjectXPlayerState::StartTeamChangeCoolDown ( )
virtual

◆ ToggleReviveBeacon()

void AProjectXPlayerState::ToggleReviveBeacon ( bool  bActivate)
virtual

◆ UltimateFinished()

void AProjectXPlayerState::UltimateFinished ( )
virtual

◆ UltimateStarted()

void AProjectXPlayerState::UltimateStarted ( UWeaponInstance Weapon)
virtual

◆ UpdateGraffiti()

void AProjectXPlayerState::UpdateGraffiti ( TWeakObjectPtr< ADecalActor >  NewGraffiti)
inline

◆ UpdateKillExplosion()

void AProjectXPlayerState::UpdateKillExplosion ( UCosmeticExplosionAsset CosmeticAsset)
inline

◆ UpdatePassiveUltimateCharge()

void AProjectXPlayerState::UpdatePassiveUltimateCharge ( )

◆ UpdatePlayerPerkUsage()

void AProjectXPlayerState::UpdatePlayerPerkUsage ( APawn *  InPawn)
virtual

◆ ValidateFlightPath()

float AProjectXPlayerState::ValidateFlightPath ( UObject *const  WorldContextObject,
const TArray< FVector_NetQuantize > &  FlightPath,
AActor *  HitActor = NULL 
)
static

Member Data Documentation

◆ AquiredNemesis

FString AProjectXPlayerState::AquiredNemesis = "VO_Nemesis_Recieve"
protected

◆ Assault

FString AProjectXPlayerState::Assault = "VO_SpawnAssault"
protected

◆ AssaultClassID

FString AProjectXPlayerState::AssaultClassID = "Assault"
protected

◆ Assists

uint16 AProjectXPlayerState::Assists = 0
protected

◆ AuthenticatedTicketMap

TMap<int32, FAuthWeaponTicket> AProjectXPlayerState::AuthenticatedTicketMap
protected

◆ AvatarReference

UTexture2D* AProjectXPlayerState::AvatarReference = NULL
protected

◆ Avenger

FString AProjectXPlayerState::Avenger = "VO_Avenger"
protected

◆ bCanChangeTeam

bool AProjectXPlayerState::bCanChangeTeam = true
protected

◆ BecomeNemesis

FString AProjectXPlayerState::BecomeNemesis = "VO_Nemesis"
protected

◆ bIsAdmin

bool AProjectXPlayerState::bIsAdmin = false
protected

◆ bLoadedCosmetics

bool AProjectXPlayerState::bLoadedCosmetics = false
protected

◆ bMatchBonusIsAvailable

bool AProjectXPlayerState::bMatchBonusIsAvailable = false
protected

◆ bReady

bool AProjectXPlayerState::bReady = false
protected

◆ bSquadLeader

bool AProjectXPlayerState::bSquadLeader = false
protected

◆ bUsedUltimate

bool AProjectXPlayerState::bUsedUltimate = false
protected

◆ ChatSpamMessageCount

uint8 AProjectXPlayerState::ChatSpamMessageCount
protected

◆ ChatSpamTimer

FTimerHandle AProjectXPlayerState::ChatSpamTimer
protected

◆ Currency

int32 AProjectXPlayerState::Currency = 0
protected

◆ CurrentSquadOrder

FSquadOrder AProjectXPlayerState::CurrentSquadOrder
protected

◆ Death

FString AProjectXPlayerState::Death = "VO_Death"
protected

◆ Deaths

uint16 AProjectXPlayerState::Deaths = 0
protected

◆ DoubleKill

FString AProjectXPlayerState::DoubleKill = "VO_DoubleKill"
protected

◆ EnemyDeployableDestroyed

FString AProjectXPlayerState::EnemyDeployableDestroyed = "VO_EquipementDestroyed_Enemy"
protected

◆ Engineer

FString AProjectXPlayerState::Engineer = "VO_SpawnEngineer"
protected

◆ EngineerClassID

FString AProjectXPlayerState::EngineerClassID = "Engineer"
protected

◆ Equips

FEquips AProjectXPlayerState::Equips
protected

◆ Explosive

FString AProjectXPlayerState::Explosive = "VO_SpawnTech"
protected

◆ ExplosiveClassID

FString AProjectXPlayerState::ExplosiveClassID = "Explosive"
protected

◆ EXPMultiplier

float AProjectXPlayerState::EXPMultiplier = 1.0f
protected

◆ GameXP

uint16 AProjectXPlayerState::GameXP = 0
protected

◆ GameXPFromMultiplier

uint16 AProjectXPlayerState::GameXPFromMultiplier = 0
protected

◆ GeneralEquips

FGeneralEquips AProjectXPlayerState::GeneralEquips
protected

◆ GlobalAmmoComponent

UGlobalAmmoComponent* AProjectXPlayerState::GlobalAmmoComponent = NULL
protected

◆ Graffiti

TWeakObjectPtr<ADecalActor> AProjectXPlayerState::Graffiti
protected

◆ HealBonusBufferCheckTime

float AProjectXPlayerState::HealBonusBufferCheckTime = 2.0f
protected

◆ HealBonusThreshold

float AProjectXPlayerState::HealBonusThreshold = 2.0f
protected

◆ HealBonusXPBuffer

float AProjectXPlayerState::HealBonusXPBuffer = 0.f
protected

◆ HealBonusXPCheckTimerHandle

FTimerHandle AProjectXPlayerState::HealBonusXPCheckTimerHandle
protected

◆ Heavy

FString AProjectXPlayerState::Heavy = "VO_SpawnHeavy"
protected

◆ HeavyClassID

FString AProjectXPlayerState::HeavyClassID = "Heavy"
protected

◆ KilledLitEnemy

FString AProjectXPlayerState::KilledLitEnemy = "VO_TheyWereLit"
protected

◆ KillExplosionAsset

UCosmeticExplosionAsset* AProjectXPlayerState::KillExplosionAsset = NULL
protected

◆ Kills

uint16 AProjectXPlayerState::Kills = 0
protected

◆ LastKillerID

uint32 AProjectXPlayerState::LastKillerID = 0
protected

◆ Level

uint16 AProjectXPlayerState::Level = 0
protected

◆ MaxUltimateCharge

int32 AProjectXPlayerState::MaxUltimateCharge = 2
protected

◆ MessageHistory

TArray< FString > AProjectXPlayerState::MessageHistory
static

◆ NakamaUserId

FString AProjectXPlayerState::NakamaUserId = "b297c970-8355-4768-9f41-6b03ccd8a938"
protected

◆ NemesisInfoMap

TMap<uint32, FNemesisTrackingInfo> AProjectXPlayerState::NemesisInfoMap = TMap<uint32, FNemesisTrackingInfo>()
protected

◆ NemesisKilled

FString AProjectXPlayerState::NemesisKilled = "VO_NemesisPayback"
protected

◆ NextRespawnTime

float AProjectXPlayerState::NextRespawnTime = 0.f
protected

◆ OnAvatarChangeDelegateEvent

FAvatarUpdatedSignature AProjectXPlayerState::OnAvatarChangeDelegateEvent

◆ OnCosmeticsUpdated

FOnCosmeticsUpdatedSignature AProjectXPlayerState::OnCosmeticsUpdated

◆ OnCurrencyGained

FPlayerCurrencyGainedSignature AProjectXPlayerState::OnCurrencyGained

◆ OnCurrencyUpdated

FCurrencyChangedSignature AProjectXPlayerState::OnCurrencyUpdated

◆ OnEquipsUpdated

FOnEquipsUpdatedSignature AProjectXPlayerState::OnEquipsUpdated

◆ OnExpGained

FExperienceEventSignature AProjectXPlayerState::OnExpGained

◆ OnGameXPFromMultiplierReceived

FPlayerStatsChangedSignature AProjectXPlayerState::OnGameXPFromMultiplierReceived

◆ OnMessageReceieved

FMessageReceivedSignature AProjectXPlayerState::OnMessageReceieved

◆ OnPlayerChangedTeam

FPlayerChangedTeamSignature AProjectXPlayerState::OnPlayerChangedTeam

◆ OnPlayerClassChanged

FClassEventSignature AProjectXPlayerState::OnPlayerClassChanged

◆ OnPlayerKillEvent

FPlayerKillSignature AProjectXPlayerState::OnPlayerKillEvent

◆ OnPlayerLevelChanged

FPlayerLevelChangedSignature AProjectXPlayerState::OnPlayerLevelChanged

◆ OnPlayerProgressionRewardedEvent

FPlayerStatsChangedSignature AProjectXPlayerState::OnPlayerProgressionRewardedEvent

◆ OnPlayerScoreChanged

FScoreChangedSignature AProjectXPlayerState::OnPlayerScoreChanged

◆ OnPlayerStateNextRespawnTimeChanged

FPlayerStateObjectChangedSignature AProjectXPlayerState::OnPlayerStateNextRespawnTimeChanged

◆ OnPlayerStateReadyEvent

FPLayerStateReadyChangedSignature AProjectXPlayerState::OnPlayerStateReadyEvent

◆ OnPlayerStatsChanged

FPlayerStatsChangedSignature AProjectXPlayerState::OnPlayerStatsChanged

◆ OnQuickChatMessageReceived

FQuickChatMessageReceivedSignature AProjectXPlayerState::OnQuickChatMessageReceived

◆ OnReviveTimerReceived

FReviveTimerReceived AProjectXPlayerState::OnReviveTimerReceived

◆ OnSpawnPointChanged

FSpawnTargetChangedSignature AProjectXPlayerState::OnSpawnPointChanged

◆ OnSquadLeaderChanged

FOnSquadLeaderChanged AProjectXPlayerState::OnSquadLeaderChanged

◆ OnTeamChangeCoolDownFinish

FTeamChangeCoolDownSignature AProjectXPlayerState::OnTeamChangeCoolDownFinish

◆ OnTeamChangeCoolDownStart

FTeamChangeCoolDownSignature AProjectXPlayerState::OnTeamChangeCoolDownStart

◆ OnTotalXPChanged

FXPChangedSignature AProjectXPlayerState::OnTotalXPChanged

◆ OnUltimateChargeChanged

FPlayerCurrencyGainedSignature AProjectXPlayerState::OnUltimateChargeChanged

◆ OnUltimateTriggered

FUltimateTriggeredSignature AProjectXPlayerState::OnUltimateTriggered

◆ OnUltimateUsed

FUltimateUsedSignature AProjectXPlayerState::OnUltimateUsed

◆ OnXPChanged

FXPChangedSignature AProjectXPlayerState::OnXPChanged

◆ PawnPlayerClass

TSubclassOf<AProjectXCharacter> AProjectXPlayerState::PawnPlayerClass = NULL
protected

◆ PayBack

FString AProjectXPlayerState::PayBack = "VO_Payback"
protected

◆ PlayerClassUsageList

TArray<FPlayerClassUsage> AProjectXPlayerState::PlayerClassUsageList
protected

◆ PlayerProgressionUpdates

FPlayerProgressionUpdates AProjectXPlayerState::PlayerProgressionUpdates
protected

◆ PreferredPlayerClass

TSubclassOf<AProjectXCharacter> AProjectXPlayerState::PreferredPlayerClass = NULL
protected

◆ QuadKill

FString AProjectXPlayerState::QuadKill = "VO_QuadKill"
protected

◆ QuintKill

FString AProjectXPlayerState::QuintKill = "VO_QuintKill"
protected

◆ RepairBonusBufferCheckTime

float AProjectXPlayerState::RepairBonusBufferCheckTime = 2.0f
protected

◆ RepairBonusThreshold

float AProjectXPlayerState::RepairBonusThreshold = 300.f
protected

◆ RepairBonusXPBuffer

TMap<UClass*, float> AProjectXPlayerState::RepairBonusXPBuffer = TMap<UClass*, float>()
protected

◆ RepairBonusXPCheckTimerHandle

FTimerHandle AProjectXPlayerState::RepairBonusXPCheckTimerHandle
protected

◆ ReviveBeacon

TWeakObjectPtr<APickupReviveBeacon> AProjectXPlayerState::ReviveBeacon
protected

◆ ReviveBeaconSpawnLocation

FVector AProjectXPlayerState::ReviveBeaconSpawnLocation = FVector::ZeroVector
protected

◆ Saviour

FString AProjectXPlayerState::Saviour = "VO_Saviour"
protected

◆ Sniper

FString AProjectXPlayerState::Sniper = "VO_SpawnSniper"
protected

◆ SniperClassID

FString AProjectXPlayerState::SniperClassID = "Sniper"
protected

◆ SpawnTarget

TWeakObjectPtr<AActor> AProjectXPlayerState::SpawnTarget = NULL
protected

◆ SpawnWorldTime

float AProjectXPlayerState::SpawnWorldTime = -1.f
protected

◆ SpecOps

FString AProjectXPlayerState::SpecOps = "VO_SpawnSpecops"
protected

◆ SpecOpsClassID

FString AProjectXPlayerState::SpecOpsClassID = "SpecOps"
protected

◆ TauntMontages

TMap<uint8,UAnimMontage*> AProjectXPlayerState::TauntMontages
protected

◆ Team

uint8 AProjectXPlayerState::Team = UINT8_MAX
protected

◆ TeamKills

uint16 AProjectXPlayerState::TeamKills = 0
protected

◆ TeamSwitchCoolDownDuration

float AProjectXPlayerState::TeamSwitchCoolDownDuration = 0.0f
protected

◆ TeamSwitchTimer

FTimerHandle AProjectXPlayerState::TeamSwitchTimer
protected

◆ TripleKill

FString AProjectXPlayerState::TripleKill = "VO_TripleKill"
protected

◆ UltChargeMultiplier

float AProjectXPlayerState::UltChargeMultiplier = 1.0f

◆ UltimateCharge

uint16 AProjectXPlayerState::UltimateCharge = 0
protected

The documentation for this class was generated from the following files: