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#include "AuraAbilityTypes.h" | ||
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bool FAuraGameplayEffectContext::NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess) | ||
{ | ||
return true; | ||
} |
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#pragma once | ||
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#include "GameplayEffectTypes.h" | ||
#include "AuraAbilityTypes.generated.h" | ||
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USTRUCT(BlueprintType) | ||
struct FAuraGameplayEffectContext : public FGameplayEffectContext | ||
{ | ||
GENERATED_BODY() | ||
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public: | ||
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bool IsBlockedHit() const { return bIsBlockedHit; } | ||
bool IsCriticalHit() const { return bIsCriticalHit; } | ||
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void SetIsBlockedHit(bool bInIsBlockedHit) { bIsBlockedHit = bInIsBlockedHit; } | ||
void SetIsCriticalHit(bool bInIsCriticalHit) { bIsCriticalHit = bInIsCriticalHit; } | ||
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/** Returns the actual struct used for serialization, subclasses must override this! */ | ||
virtual UScriptStruct* GetScriptStruct() const override | ||
{ | ||
return FGameplayEffectContext::StaticStruct(); | ||
} | ||
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/** Custom serialization, subclasses must override this */ | ||
virtual bool NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess) override; | ||
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protected: | ||
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UPROPERTY() | ||
bool bIsBlockedHit = false; | ||
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UPROPERTY() | ||
bool bIsCriticalHit = false; | ||
}; |