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| #pragma once
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| #include "AbilitySystemComponent.h"
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| #include "LyraAttributeSet.h"
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| #include "NativeGameplayTags.h"
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| #include "LyraHealthSet.generated.h"
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| #define UE_API LYRAGAME_API
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| class UObject;
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| struct FFrame;
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| LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_Damage);
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| LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_DamageImmunity);
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| LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_DamageSelfDestruct);
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| LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_FellOutOfWorld);
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| LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Lyra_Damage_Message);
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| struct FGameplayEffectModCallbackData;
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| UCLASS(MinimalAPI, BlueprintType)
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| class ULyraHealthSet : public ULyraAttributeSet
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| {
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| GENERATED_BODY()
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| public:
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| UE_API ULyraHealthSet();
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| ATTRIBUTE_ACCESSORS(ULyraHealthSet, Health);
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| ATTRIBUTE_ACCESSORS(ULyraHealthSet, MaxHealth);
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| ATTRIBUTE_ACCESSORS(ULyraHealthSet, Healing);
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| ATTRIBUTE_ACCESSORS(ULyraHealthSet, Damage);
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| mutable FLyraAttributeEvent OnHealthChanged;
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| mutable FLyraAttributeEvent OnMaxHealthChanged;
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| mutable FLyraAttributeEvent OnOutOfHealth;
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| protected:
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| UFUNCTION()
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| UE_API void OnRep_Health(const FGameplayAttributeData& OldValue);
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| UFUNCTION()
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| UE_API void OnRep_MaxHealth(const FGameplayAttributeData& OldValue);
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| UE_API virtual bool PreGameplayEffectExecute(FGameplayEffectModCallbackData& Data) override;
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| UE_API virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
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| UE_API virtual void PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const override;
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| UE_API virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
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| UE_API virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) override;
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| UE_API void ClampAttribute(const FGameplayAttribute& Attribute, float& NewValue) const;
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| private:
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| UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "Lyra|Health", Meta = (HideFromModifiers, AllowPrivateAccess = true))
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| FGameplayAttributeData Health;
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| UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Lyra|Health", Meta = (AllowPrivateAccess = true))
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| FGameplayAttributeData MaxHealth;
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| bool bOutOfHealth;
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| float MaxHealthBeforeAttributeChange;
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| float HealthBeforeAttributeChange;
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| UPROPERTY(BlueprintReadOnly, Category="Lyra|Health", Meta=(AllowPrivateAccess=true))
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| FGameplayAttributeData Healing;
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| UPROPERTY(BlueprintReadOnly, Category="Lyra|Health", Meta=(HideFromModifiers, AllowPrivateAccess=true))
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| FGameplayAttributeData Damage;
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| };
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| #undef UE_API
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