// Copyright Epic Games, Inc. All Rights Reserved.
// This file is automatically generated. Changes to this file may be overwritten.
namespace Epic.OnlineServices.AntiCheatCommon
{
public class LogPlayerUseWeaponData : ISettable
{
///
/// Locally unique value used in RegisterClient/RegisterPeer
///
public System.IntPtr PlayerHandle { get; set; }
///
/// Attack origin world position as a 3D vector
///
public Vec3f PlayerPosition { get; set; }
///
/// Attack direction as a quaternion
///
public Quat PlayerViewRotation { get; set; }
///
/// True if the player's view is zoomed (e.g. using a sniper rifle), otherwise false
///
public bool IsPlayerViewZoomed { get; set; }
///
/// Set to true if the player is using a melee attack, otherwise false
///
public bool IsMeleeAttack { get; set; }
///
/// Name of the weapon used. Will be truncated to bytes if longer.
///
public string WeaponName { get; set; }
internal void Set(LogPlayerUseWeaponDataInternal? other)
{
if (other != null)
{
PlayerHandle = other.Value.PlayerHandle;
PlayerPosition = other.Value.PlayerPosition;
PlayerViewRotation = other.Value.PlayerViewRotation;
IsPlayerViewZoomed = other.Value.IsPlayerViewZoomed;
IsMeleeAttack = other.Value.IsMeleeAttack;
WeaponName = other.Value.WeaponName;
}
}
public void Set(object other)
{
Set(other as LogPlayerUseWeaponDataInternal?);
}
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)]
internal struct LogPlayerUseWeaponDataInternal : ISettable, System.IDisposable
{
private System.IntPtr m_PlayerHandle;
private System.IntPtr m_PlayerPosition;
private System.IntPtr m_PlayerViewRotation;
private int m_IsPlayerViewZoomed;
private int m_IsMeleeAttack;
private System.IntPtr m_WeaponName;
public System.IntPtr PlayerHandle
{
get
{
return m_PlayerHandle;
}
set
{
m_PlayerHandle = value;
}
}
public Vec3f PlayerPosition
{
get
{
Vec3f value;
Helper.TryMarshalGet(m_PlayerPosition, out value);
return value;
}
set
{
Helper.TryMarshalSet(ref m_PlayerPosition, value);
}
}
public Quat PlayerViewRotation
{
get
{
Quat value;
Helper.TryMarshalGet(m_PlayerViewRotation, out value);
return value;
}
set
{
Helper.TryMarshalSet(ref m_PlayerViewRotation, value);
}
}
public bool IsPlayerViewZoomed
{
get
{
bool value;
Helper.TryMarshalGet(m_IsPlayerViewZoomed, out value);
return value;
}
set
{
Helper.TryMarshalSet(ref m_IsPlayerViewZoomed, value);
}
}
public bool IsMeleeAttack
{
get
{
bool value;
Helper.TryMarshalGet(m_IsMeleeAttack, out value);
return value;
}
set
{
Helper.TryMarshalSet(ref m_IsMeleeAttack, value);
}
}
public string WeaponName
{
get
{
string value;
Helper.TryMarshalGet(m_WeaponName, out value);
return value;
}
set
{
Helper.TryMarshalSet(ref m_WeaponName, value);
}
}
public void Set(LogPlayerUseWeaponData other)
{
if (other != null)
{
PlayerHandle = other.PlayerHandle;
PlayerPosition = other.PlayerPosition;
PlayerViewRotation = other.PlayerViewRotation;
IsPlayerViewZoomed = other.IsPlayerViewZoomed;
IsMeleeAttack = other.IsMeleeAttack;
WeaponName = other.WeaponName;
}
}
public void Set(object other)
{
Set(other as LogPlayerUseWeaponData);
}
public void Dispose()
{
Helper.TryMarshalDispose(ref m_PlayerHandle);
Helper.TryMarshalDispose(ref m_PlayerPosition);
Helper.TryMarshalDispose(ref m_PlayerViewRotation);
Helper.TryMarshalDispose(ref m_WeaponName);
}
}
}