77 lines
1.3 KiB
C#
77 lines
1.3 KiB
C#
using CUE4Parse.UE4.Objects.Core.i18N;
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using CUE4Parse.UE4.Objects.UObject;
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public enum EItemAvailability : byte
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{
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Available,
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Disabled,
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Retired
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}
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public enum EInventoryItemType : byte
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{
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None = 0,
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Item,
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ItemAddOn,
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CamperPerk,
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Power,
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PowerAddOn,
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SlasherPerk,
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Favor,
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Customization,
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IridescentShardsPack,
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AuricCellsPack,
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BloodpointsPack,
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FreeTicket,
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Skill,
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CharacterClass,
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Chest,
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SuperChest,
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EntityBox,
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Count
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}
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public enum ECustomizationCategory : byte
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{
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None,
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SurvivorHead,
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SurvivorTorso,
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SurvivorLegs,
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KillerHead,
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KillerBody,
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KillerWeapon,
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Outfits,
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Charm,
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Badge,
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Banner,
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PortraitBackground
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}
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public enum EPlayerRole : byte
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{
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VE_None,
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VE_Slasher,
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VE_Camper,
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VE_Observer
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}
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public struct AvailabilityStruct
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{
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public EItemAvailability itemAvailability;
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public string DLCId;
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public string[] AdditionalDlcIds;
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//public Int32 CloudInventoryId;
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public string CommunityId;
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public bool _isLicensed;
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}
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public struct UIDataStruct
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{
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public FText DisplayName;
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public FText Description;
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public FText GameplayText;
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public FText FlavorText;
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public FText InGameDescription;
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public int AssociatedCharacterIndex;
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public FSoftObjectPath[] IconAssetList;
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} |