startAgain. c++ functions, search
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/GameInstance.h"
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#include "cppGI.generated.h"
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct Fcppcoords
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadWrite, category = "default")
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int32 flat = -1;
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UPROPERTY(BlueprintReadWrite, category = "default")
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int32 type = 0;
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UPROPERTY(BlueprintReadWrite, category = "default")
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int32 zone = 1;
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UPROPERTY(BlueprintReadWrite, category = "default")
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int32 house = -1;
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UPROPERTY(BlueprintReadWrite, category = "default")
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int32 section = -1;
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UPROPERTY(BlueprintReadWrite, category = "default")
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int32 floor = -1;
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};
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USTRUCT(BlueprintType)
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struct FcppLevelStruct
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadWrite)
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Fcppcoords coords;
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UPROPERTY(BlueprintReadWrite)
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bool dontUnload = false;
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UPROPERTY(BlueprintReadWrite)
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FString path;
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UPROPERTY(BlueprintReadWrite)
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float Z = 0;
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UPROPERTY(BlueprintReadWrite)
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int32 anotherLvl = -1;
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UPROPERTY(BlueprintReadWrite)
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FName uniqName;
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};
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UCLASS()
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class GRAFFMODULE_API UcppGI : public UGameInstance
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{
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GENERATED_BODY()
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public:
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UFUNCTION(blueprintcallable, category = "cppFuncLib")
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static void cppCoordsEq(Fcppcoords coords, Fcppcoords coords1, bool relevantMinus2, bool fastEq, bool& flat_, bool& type_, bool& zone_, bool& house_, bool& section_, bool& floor_, bool& fullEq);
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/*returns array of levels for binding*/
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UFUNCTION(blueprintcallable, Category = "LevelLoading", meta = (WorldContext = "WorldContextObject"))
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TArray<ULevelStreaming*> cppLvlManage(UObject* WorldContextObject, Fcppcoords currentCoords, uint8 currentState);
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/*list of lvls for anyway loading*/
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading")
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TArray<FcppLevelStruct> cppWhiteList;
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/*list of lvls for anyway not loading*/
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading")
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TArray<FcppLevelStruct> cppBlackList;
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/*list of coords for regular loading*/
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading")
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TArray<Fcppcoords> cppLoadList;
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/*list of created level names*/
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading")
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TArray<FName> cppCreatedList;
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/*list of loaded/loading right now level names*/
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading")
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TArray<FName> cpploadedList;
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/*list of lvls struct created by levelloader*/
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading")
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TArray<FcppLevelStruct> cppLevels;
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};
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