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14 Commits
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385dc543ad | ||
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b309136b5c |
@ -19,12 +19,22 @@ jobs:
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steps:
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steps:
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- name: Setup SML
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- name: Setup SML
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run: |
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run: |
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if (!(Test-Path ${{env.SML_DIR}} -PathType Container)) {git clone --branch master https://github.com/satisfactorymodding/SatisfactoryModLoader.git ${{env.SML_DIR}}}
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if (!(Test-Path ${{env.SML_DIR}} -PathType Container)) {git clone --branch dev https://github.com/satisfactorymodding/SatisfactoryModLoader.git ${{env.SML_DIR}}}
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- name: Install WWise
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- name: Install WWise
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run: |
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run: |
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cd ${{env.SML_DIR}}
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cd ${{env.SML_DIR}}
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if ((Test-Path ${{env.SML_DIR}}/Plugins/Wwise) -eq $true){ echo "WWise already Installed Skipping.."; exit 0 }
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if ((Test-Path ${{env.SML_DIR}}/Plugins/Wwise) -eq $true){ echo "WWise already Installed Skipping.."; exit 0 }
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S:/SF/Scripts/wwise-cli.exe integrate-ue --integration-version "2022.1.5.2714" --project "${{env.SML_DIR}}/FactoryGame.uproject"
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S:/SF/Scripts/wwise-cli.exe integrate-ue --integration-version "2022.1.5.2714" --project "${{env.SML_DIR}}/FactoryGame.uproject"
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- name: Pull WWise Project
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run: |
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cd ${{env.SML_DIR}}/SML_WwiseProject
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git fetch --all
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git reset --hard origin/main
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git lfs fetch --all
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git lfs pull
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git lfs checkout
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& "C:/Program Files (x86)/Audiokinetic/Wwise2023.1.3.8471/Authoring/x64/Release/bin/WwiseConsole.exe" generate-soundbank "${{env.SML_DIR}}/SML_WwiseProject/SML_WwiseProject.wproj" --platform Windows Mac --verbose
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echo "Done"
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- name: "SML Headers"
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- name: "SML Headers"
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run: |
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run: |
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cd S:/SF/Scripts/sml-fixer
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cd S:/SF/Scripts/sml-fixer
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18
CHANGELOG.md
18
CHANGELOG.md
@ -1,3 +1,21 @@
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## 1.0.7 (June 16, 2025)
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- chore: Bump game version
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- chore: Bump SML Version
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- chore: Bump SML Version
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- feat(SP): New buildings data assets
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## 1.0.6 (March 06, 2025)
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- feat: SML Bump
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- feat: Bump SML
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## 1.0.5 (January 10, 2025)
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- ci: LFS Changes
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- ci: wwise project
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## 1.0.4 (December 17, 2024)
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- feat: Bump sml version
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- feat: Mod Adapter struct updates
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## 1.0.3 (November 30, 2024)
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## 1.0.3 (November 30, 2024)
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- feat: Changed forms to array
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- feat: Changed forms to array
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@ -1,8 +1,8 @@
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{
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{
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"FileVersion": 3,
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"FileVersion": 3,
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"Version": 1,
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"Version": 1,
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"VersionName": "1.0.3",
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"VersionName": "1.0.7",
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"SemVersion": "1.0.3",
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"SemVersion": "1.0.7",
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"FriendlyName": "Refined R&D Api",
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"FriendlyName": "Refined R&D Api",
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"Description": "This Lib can be used to create Mod Compatability with Refined R&D Mods",
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"Description": "This Lib can be used to create Mod Compatability with Refined R&D Mods",
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"Category": "Modding",
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"Category": "Modding",
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@ -26,8 +26,8 @@
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{
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{
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"Name": "SML",
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"Name": "SML",
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"Enabled": true,
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"Enabled": true,
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"SemVersion": "^3.8.0"
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"SemVersion": "^3.11.1"
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}
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}
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],
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],
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"GameVersion": ">=377620"
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"GameVersion": ">=416835"
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}
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}
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@ -0,0 +1,3 @@
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//
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#include "DataAssets/RRDADataAssetSolarPower.h"
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@ -70,6 +70,8 @@ void URRDADataAssetSubsystem::StartScanForDataAssets() {
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ReCacheDSItemFilters();
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ReCacheDSItemFilters();
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ReCacheDSModAdapterDataAssets();
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ReCacheDSModAdapterDataAssets();
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ReCacheDSAdapterCoversDataAssets();
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ReCacheDSAdapterCoversDataAssets();
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ReCacheSolarPowerDataAssets();
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}
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}
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void URRDADataAssetSubsystem::ReCacheDirtDataAssets() {
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void URRDADataAssetSubsystem::ReCacheDirtDataAssets() {
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@ -236,6 +238,24 @@ void URRDADataAssetSubsystem::ReCacheDSItemFilters() {
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UE_LOGFMT(LogRRDApi, Log, "ReCacheDSItemFilters: {0}", mDSBuildingData.Num());
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UE_LOGFMT(LogRRDApi, Log, "ReCacheDSItemFilters: {0}", mDSBuildingData.Num());
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}
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}
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void URRDADataAssetSubsystem::ReCacheSolarPowerDataAssets()
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{
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mSolarPowerAssets.Empty();
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TSet<URRDADataAssetSolarPower*> DataAssets;
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if (FindAllDataAssetsOfClass(DataAssets)) {
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for (URRDADataAssetSolarPower* DataAsset : DataAssets) {
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fgcheckf(DataAsset->mInput.ItemClass, TEXT("SolarPowerDataAsset %s has no ItemClass"), *DataAsset->GetPathName());
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if (!mSolarPowerAssets.Contains(DataAsset)) {
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mSolarPowerAssets.AddUnique(DataAsset);
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}
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}
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}
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UE_LOG(LogRRDApi, Log, TEXT("ReCacheSolarPowerDataAssets: %d"), mSolarPowerAssets.Num());
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}
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int32 URRDADataAssetSubsystem::GetAllDirtItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items) const {
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int32 URRDADataAssetSubsystem::GetAllDirtItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items) const {
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if (!mDirtAssets.Num()) {
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if (!mDirtAssets.Num()) {
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UE_LOG(LogRRDApi, Error, TEXT("No Dirts found!"));
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UE_LOG(LogRRDApi, Error, TEXT("No Dirts found!"));
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@ -516,3 +536,8 @@ TArray<URRDAHeaterDataAsset*> URRDADataAssetSubsystem::GetAllHeaterAssets(ERRDAH
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return Assets;
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return Assets;
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}
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}
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TArray<URRDADataAssetSolarPower*> URRDADataAssetSubsystem::GetAllSolarPowerAssets() const
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{
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return mSolarPowerAssets;
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}
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@ -0,0 +1,32 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "RRDADataAssetBase.h"
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#include "ItemAmount.h"
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#include "RRDADataAssetSolarPower.generated.h"
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UCLASS( BlueprintType )
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class REFINEDRDAPI_API URRDADataAssetSolarPower : public URRDADataAssetBase
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{
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GENERATED_BODY()
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public:
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/**
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* Fuel item that this uses
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SolarPower")
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FItemAmount mInput;
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/**
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* What this produces
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SolarPower")
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FItemAmount mOutput;
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/**
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* What the min heat is needed to produce
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SolarPower")
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float mMinHeatValue = 0.0f;
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};
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@ -8,4 +8,5 @@ enum class ERRDADSInventorySlotAccessInteraction : uint8
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Ignore,
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Ignore,
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ImportToNetworkFromSlot,
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ImportToNetworkFromSlot,
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ExportFromNetworkToSlot,
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ExportFromNetworkToSlot,
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LetPlayerDecide,
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};
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};
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@ -65,6 +65,10 @@ public:
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*/
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool mAutomaticallySetFromSlotItemFilter = false;
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bool mAutomaticallySetFromSlotItemFilter = false;
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/* This slot will represent the full inventory and will access all inventory slots */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool mSlotRepresentsFullInventory = false;
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};
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};
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USTRUCT(BlueprintType)
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USTRUCT(BlueprintType)
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@ -88,4 +92,8 @@ public:
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/* The Inventory slots to allow access to Digital Storage */
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/* The Inventory slots to allow access to Digital Storage */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<FRRDADSModAdapterInventorySlotAccess> mInventorySlots;
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TArray<FRRDADSModAdapterInventorySlotAccess> mInventorySlots;
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/* Use the inventory on the universal adapter instead of the building adapter */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool mUseAdapterInventory = false;
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};
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};
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@ -15,6 +15,7 @@
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#include "DataAssets/RRDACoolerDataAsset.h"
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#include "DataAssets/RRDACoolerDataAsset.h"
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#include "DataAssets/RRDADataAssetDSItemFilter.h"
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#include "DataAssets/RRDADataAssetDSItemFilter.h"
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#include "DataAssets/RRDADataAssetDSModAdapter.h"
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#include "DataAssets/RRDADataAssetDSModAdapter.h"
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#include "DataAssets/RRDADataAssetSolarPower.h"
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#include "Enums/RRDARPEnums.h"
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#include "Enums/RRDARPEnums.h"
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#include "Resources/FGItemDescriptor.h"
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#include "Resources/FGItemDescriptor.h"
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@ -103,6 +104,7 @@ public:
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void ReCacheDSModAdapterDataAssets();
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void ReCacheDSModAdapterDataAssets();
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void ReCacheDSAdapterCoversDataAssets();
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void ReCacheDSAdapterCoversDataAssets();
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void ReCacheDSItemFilters();
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void ReCacheDSItemFilters();
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void ReCacheSolarPowerDataAssets();
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public:
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public:
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// Dirt Functions
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// Dirt Functions
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@ -211,6 +213,9 @@ public:
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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TArray<URRDAHeaterDataAsset*> GetAllHeaterAssets(ERRDAHeaterType Type) const;
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TArray<URRDAHeaterDataAsset*> GetAllHeaterAssets(ERRDAHeaterType Type) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|Solar")
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TArray<URRDADataAssetSolarPower*> GetAllSolarPowerAssets() const;
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public:
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public:
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/**
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/**
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* Find all data assets of a specific class
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* Find all data assets of a specific class
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@ -242,6 +247,9 @@ public:
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UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset")
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UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset")
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TMap<ERRDAHeaterType, FRRDADataHolderHeaterData> mHeaterAssets;
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TMap<ERRDAHeaterType, FRRDADataHolderHeaterData> mHeaterAssets;
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UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset")
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TArray<URRDADataAssetSolarPower*> mSolarPowerAssets;
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UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset")
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UPROPERTY(BlueprintReadOnly, Category = "RRDA|DataAsset")
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TSet<URRDADataAssetBase*> mDisabledDataAssets;
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TSet<URRDADataAssetBase*> mDisabledDataAssets;
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Reference in New Issue
Block a user