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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 LogPlayerUseWeaponData
{
/// <summary>
/// Locally unique value used in RegisterClient/RegisterPeer
/// </summary>
public System.IntPtr PlayerHandle { get; set; }
/// <summary>
/// Attack origin world position as a 3D vector
/// </summary>
public Vec3f? PlayerPosition { get; set; }
/// <summary>
/// Attack direction as a quaternion
/// </summary>
public Quat? PlayerViewRotation { get; set; }
/// <summary>
/// True if the player's view is zoomed (e.g. using a sniper rifle), otherwise false
/// </summary>
public bool IsPlayerViewZoomed { get; set; }
/// <summary>
/// Set to true if the player is using a melee attack, otherwise false
/// </summary>
public bool IsMeleeAttack { get; set; }
/// <summary>
/// Name of the weapon used. Will be truncated to <see cref="AntiCheatCommonInterface.LogplayeruseweaponWeaponnameMaxLength" /> bytes if longer.
/// </summary>
public Utf8String WeaponName { get; set; }
internal void Set(ref LogPlayerUseWeaponDataInternal other)
{
PlayerHandle = other.PlayerHandle;
PlayerPosition = other.PlayerPosition;
PlayerViewRotation = other.PlayerViewRotation;
IsPlayerViewZoomed = other.IsPlayerViewZoomed;
IsMeleeAttack = other.IsMeleeAttack;
WeaponName = other.WeaponName;
}
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)]
internal struct LogPlayerUseWeaponDataInternal : IGettable<LogPlayerUseWeaponData>, ISettable<LogPlayerUseWeaponData>, 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.Get<Vec3fInternal, Vec3f>(m_PlayerPosition, out value);
return value;
}
set
{
Helper.Set<Vec3f, Vec3fInternal>(ref value, ref m_PlayerPosition);
}
}
public Quat? PlayerViewRotation
{
get
{
Quat? value;
Helper.Get<QuatInternal, Quat>(m_PlayerViewRotation, out value);
return value;
}
set
{
Helper.Set<Quat, QuatInternal>(ref value, ref m_PlayerViewRotation);
}
}
public bool IsPlayerViewZoomed
{
get
{
bool value;
Helper.Get(m_IsPlayerViewZoomed, out value);
return value;
}
set
{
Helper.Set(value, ref m_IsPlayerViewZoomed);
}
}
public bool IsMeleeAttack
{
get
{
bool value;
Helper.Get(m_IsMeleeAttack, out value);
return value;
}
set
{
Helper.Set(value, ref m_IsMeleeAttack);
}
}
public Utf8String WeaponName
{
get
{
Utf8String value;
Helper.Get(m_WeaponName, out value);
return value;
}
set
{
Helper.Set(value, ref m_WeaponName);
}
}
public void Set(ref LogPlayerUseWeaponData other)
{
PlayerHandle = other.PlayerHandle;
PlayerPosition = other.PlayerPosition;
PlayerViewRotation = other.PlayerViewRotation;
IsPlayerViewZoomed = other.IsPlayerViewZoomed;
IsMeleeAttack = other.IsMeleeAttack;
WeaponName = other.WeaponName;
}
public void Set(ref LogPlayerUseWeaponData? other)
{
if (other.HasValue)
{
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 Dispose()
{
Helper.Dispose(ref m_PlayerHandle);
Helper.Dispose(ref m_PlayerPosition);
Helper.Dispose(ref m_PlayerViewRotation);
Helper.Dispose(ref m_WeaponName);
}
public void Get(out LogPlayerUseWeaponData output)
{
output = new LogPlayerUseWeaponData();
output.Set(ref this);
}
}
}