// 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); } } }