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181 lines
4.0 KiB
181 lines
4.0 KiB
// Copyright Epic Games, Inc. All Rights Reserved.
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// This file is automatically generated. Changes to this file may be overwritten.
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namespace Epic.OnlineServices.AntiCheatCommon
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{
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public class LogPlayerUseWeaponData : ISettable
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{
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/// <summary>
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/// Locally unique value used in RegisterClient/RegisterPeer
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/// </summary>
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public System.IntPtr PlayerHandle { get; set; }
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/// <summary>
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/// Player's current world position as a 3D vector
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/// </summary>
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public Vec3f PlayerPosition { get; set; }
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/// <summary>
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/// Player's view rotation as a quaternion
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/// </summary>
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public Quat PlayerViewRotation { get; set; }
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/// <summary>
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/// True if the player's view is zoomed (e.g. using a sniper rifle), otherwise false
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/// </summary>
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public bool IsPlayerViewZoomed { get; set; }
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/// <summary>
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/// Set to true if the player is using a melee attack, otherwise false
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/// </summary>
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public bool IsMeleeAttack { get; set; }
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/// <summary>
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/// Name of the weapon used. Will be truncated to <see cref="AntiCheatCommonInterface.LogplayeruseweaponWeaponnameMaxLength" /> bytes if longer.
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/// </summary>
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public string WeaponName { get; set; }
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internal void Set(LogPlayerUseWeaponDataInternal? other)
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{
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if (other != null)
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{
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PlayerHandle = other.Value.PlayerHandle;
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PlayerPosition = other.Value.PlayerPosition;
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PlayerViewRotation = other.Value.PlayerViewRotation;
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IsPlayerViewZoomed = other.Value.IsPlayerViewZoomed;
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IsMeleeAttack = other.Value.IsMeleeAttack;
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WeaponName = other.Value.WeaponName;
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}
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}
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public void Set(object other)
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{
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Set(other as LogPlayerUseWeaponDataInternal?);
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}
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}
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[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)]
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internal struct LogPlayerUseWeaponDataInternal : ISettable, System.IDisposable
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{
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private System.IntPtr m_PlayerHandle;
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private System.IntPtr m_PlayerPosition;
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private System.IntPtr m_PlayerViewRotation;
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private int m_IsPlayerViewZoomed;
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private int m_IsMeleeAttack;
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private System.IntPtr m_WeaponName;
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public System.IntPtr PlayerHandle
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{
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get
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{
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return m_PlayerHandle;
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}
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set
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{
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m_PlayerHandle = value;
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}
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}
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public Vec3f PlayerPosition
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{
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get
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{
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Vec3f value;
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Helper.TryMarshalGet<Vec3fInternal, Vec3f>(m_PlayerPosition, out value);
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return value;
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}
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set
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{
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Helper.TryMarshalSet<Vec3fInternal, Vec3f>(ref m_PlayerPosition, value);
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}
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}
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public Quat PlayerViewRotation
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{
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get
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{
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Quat value;
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Helper.TryMarshalGet<QuatInternal, Quat>(m_PlayerViewRotation, out value);
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return value;
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}
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set
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{
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Helper.TryMarshalSet<QuatInternal, Quat>(ref m_PlayerViewRotation, value);
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}
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}
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public bool IsPlayerViewZoomed
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{
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get
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{
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bool value;
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Helper.TryMarshalGet(m_IsPlayerViewZoomed, out value);
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return value;
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}
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set
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{
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Helper.TryMarshalSet(ref m_IsPlayerViewZoomed, value);
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}
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}
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public bool IsMeleeAttack
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{
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get
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{
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bool value;
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Helper.TryMarshalGet(m_IsMeleeAttack, out value);
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return value;
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}
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set
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{
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Helper.TryMarshalSet(ref m_IsMeleeAttack, value);
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}
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}
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public string WeaponName
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{
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get
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{
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string value;
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Helper.TryMarshalGet(m_WeaponName, out value);
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return value;
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}
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set
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{
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Helper.TryMarshalSet(ref m_WeaponName, value);
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}
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}
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public void Set(LogPlayerUseWeaponData other)
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{
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if (other != null)
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{
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PlayerHandle = other.PlayerHandle;
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PlayerPosition = other.PlayerPosition;
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PlayerViewRotation = other.PlayerViewRotation;
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IsPlayerViewZoomed = other.IsPlayerViewZoomed;
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IsMeleeAttack = other.IsMeleeAttack;
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WeaponName = other.WeaponName;
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}
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}
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public void Set(object other)
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{
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Set(other as LogPlayerUseWeaponData);
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}
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public void Dispose()
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{
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Helper.TryMarshalDispose(ref m_PlayerHandle);
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Helper.TryMarshalDispose(ref m_PlayerPosition);
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Helper.TryMarshalDispose(ref m_PlayerViewRotation);
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Helper.TryMarshalDispose(ref m_WeaponName);
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}
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}
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}
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