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// Copyright Epic Games, Inc. All Rights Reserved.
// This file is automatically generated. Changes to this file may be overwritten.
namespace Epic.OnlineServices.AntiCheatCommon
{
public struct LogPlayerUseAbilityOptions
{
/// <summary>
/// Locally unique value used in RegisterClient/RegisterPeer
/// </summary>
public System.IntPtr PlayerHandle { get; set; }
/// <summary>
/// Game defined unique identifier for the ability being used
/// </summary>
public uint AbilityId { get; set; }
/// <summary>
/// Duration of the ability effect in milliseconds. If not applicable, use 0.
/// </summary>
public uint AbilityDurationMs { get; set; }
/// <summary>
/// Cooldown until the ability can be used again in milliseconds. If not applicable, use 0.
/// </summary>
public uint AbilityCooldownMs { get; set; }
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)]
internal struct LogPlayerUseAbilityOptionsInternal : ISettable<LogPlayerUseAbilityOptions>, System.IDisposable
{
private int m_ApiVersion;
private System.IntPtr m_PlayerHandle;
private uint m_AbilityId;
private uint m_AbilityDurationMs;
private uint m_AbilityCooldownMs;
public System.IntPtr PlayerHandle
{
set
{
m_PlayerHandle = value;
}
}
public uint AbilityId
{
set
{
m_AbilityId = value;
}
}
public uint AbilityDurationMs
{
set
{
m_AbilityDurationMs = value;
}
}
public uint AbilityCooldownMs
{
set
{
m_AbilityCooldownMs = value;
}
}
public void Set(ref LogPlayerUseAbilityOptions other)
{
m_ApiVersion = AntiCheatCommonInterface.LogplayeruseabilityApiLatest;
PlayerHandle = other.PlayerHandle;
AbilityId = other.AbilityId;
AbilityDurationMs = other.AbilityDurationMs;
AbilityCooldownMs = other.AbilityCooldownMs;
}
public void Set(ref LogPlayerUseAbilityOptions? other)
{
if (other.HasValue)
{
m_ApiVersion = AntiCheatCommonInterface.LogplayeruseabilityApiLatest;
PlayerHandle = other.Value.PlayerHandle;
AbilityId = other.Value.AbilityId;
AbilityDurationMs = other.Value.AbilityDurationMs;
AbilityCooldownMs = other.Value.AbilityCooldownMs;
}
}
public void Dispose()
{
Helper.Dispose(ref m_PlayerHandle);
}
}
}