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Update headers to CL151773
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mircearoata committed May 3, 2021
1 parent 3369f96 commit b27aee9
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Showing 16 changed files with 29 additions and 37 deletions.
2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/FGAmbientSettings.h
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Expand Up @@ -6,7 +6,7 @@
#include "FGAmbientSettings.generated.h"

UCLASS( Abstract, BlueprintType, Blueprintable )
class UFGAmbientSettings : public UObject
class FACTORYGAME_API UFGAmbientSettings : public UObject
{
GENERATED_BODY()
public:
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2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/FGAssetManager.h
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Expand Up @@ -8,7 +8,7 @@

/** Help us discard packages that shouldn't be cooked and add assets that's should always be cooked */
UCLASS()
class UFGAssetManager : public UAssetManager
class FACTORYGAME_API UFGAssetManager : public UAssetManager
{
GENERATED_BODY()
public:
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4 changes: 2 additions & 2 deletions Source/FactoryGame/Public/FGBuildingTagInterface.h
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Expand Up @@ -9,15 +9,15 @@
* have a UCLASS to be able to access
*/
UINTERFACE( Blueprintable )
class UFGBuildingTagInterface : public UInterface
class FACTORYGAME_API UFGBuildingTagInterface : public UInterface
{
GENERATED_UINTERFACE_BODY()
};

/**
* @brief Interface for buildings that may or may not have a tag
*/
class IFGBuildingTagInterface
class FACTORYGAME_API IFGBuildingTagInterface
{
GENERATED_IINTERFACE_BODY()

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2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/FGConstructDisqualifier.h
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Expand Up @@ -221,7 +221,7 @@ class FACTORYGAME_API UFGCDNeedsFrackingSatelliteNode : public UFGConstructDisqu
};

UCLASS()
class UFGCDResourceNodeIsOccuped : public UFGConstructDisqualifier
class FACTORYGAME_API UFGCDResourceNodeIsOccuped : public UFGConstructDisqualifier
{
GENERATED_BODY()

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2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/FGGameEngine.h
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Expand Up @@ -9,7 +9,7 @@


UCLASS()
class UFGGameEngine : public UGameEngine, public IFGWorldCreationInterface
class FACTORYGAME_API UFGGameEngine : public UGameEngine, public IFGWorldCreationInterface
{
GENERATED_BODY()
public:
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2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/FGMapAreaZoneDescriptor.h
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Expand Up @@ -8,7 +8,7 @@
* Used by different zones so that different zones can have different audio
*/
UCLASS(abstract, Blueprintable)
class UFGMapAreaZoneDescriptor : public UObject
class FACTORYGAME_API UFGMapAreaZoneDescriptor : public UObject
{
GENERATED_BODY()
public:
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2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/FGMapFunctionLibrary.h
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Expand Up @@ -7,7 +7,7 @@


UCLASS()
class UFGMapFunctionLibrary : public UBlueprintFunctionLibrary
class FACTORYGAME_API UFGMapFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
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9 changes: 3 additions & 6 deletions Source/FactoryGame/Public/FGMusicPlayerInterface.h
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Expand Up @@ -6,16 +6,13 @@
#include "UObject/Interface.h"
#include "FGMusicPlayerInterface.generated.h"

// This class does not need to be modified.

UINTERFACE( Blueprintable )
class UFGMusicPlayerInterface : public UInterface
class FACTORYGAME_API UFGMusicPlayerInterface : public UInterface
{
GENERATED_BODY()
};

/**
*
*/
class FACTORYGAME_API IFGMusicPlayerInterface
{
GENERATED_BODY()
Expand All @@ -24,7 +21,7 @@ class FACTORYGAME_API IFGMusicPlayerInterface
UFUNCTION( BlueprintNativeEvent, Category = "Music Player" )
void OnDistanceChanged( float distSquared, bool isClosest );

/** Is this mucic player active */
/** Is this music player active */
UFUNCTION( BlueprintNativeEvent, Category = "Music Player" )
bool IsPlaying();

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10 changes: 5 additions & 5 deletions Source/FactoryGame/Public/FGSaveSystem.h
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Expand Up @@ -41,7 +41,7 @@ typedef FString SessionNameType;

/** The header with information about a save game */
USTRUCT( BlueprintType )
struct FSaveHeader
struct FACTORYGAME_API FSaveHeader
{
GENERATED_BODY()

Expand Down Expand Up @@ -175,7 +175,7 @@ enum class ESaveSortDirection : uint8
* For when a artist/LD has changed the name of a map
*/
USTRUCT()
struct FMapRedirector
struct FACTORYGAME_API FMapRedirector
{
GENERATED_BODY()

Expand All @@ -192,7 +192,7 @@ DECLARE_DELEGATE_ThreeParams( FOnEnumerateSaveGamesComplete, bool, const TArray<
DECLARE_DELEGATE_TwoParams( FOnDeleteSaveGameComplete, bool, void* );

USTRUCT( BlueprintType )
struct FSessionSaveStruct
struct FACTORYGAME_API FSessionSaveStruct
{
GENERATED_BODY()

Expand Down Expand Up @@ -223,8 +223,8 @@ struct FSessionSaveStruct
* if the UI should use this interface directly, or if it should go through the admin interface when you are making a
* BlueprintCallable function in this class.
*/
UCLASS(Config=Engine)
class UFGSaveSystem : public UObject
UCLASS( Config = Engine )
class FACTORYGAME_API UFGSaveSystem : public UObject
{
GENERATED_BODY()
public:
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3 changes: 1 addition & 2 deletions Source/FactoryGame/Public/FGSharedPostProcessSettings.h
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Expand Up @@ -11,11 +11,10 @@ void InsertPPVolume( IInterface_PostProcessVolume* volume, TArray< IInterface_Po
* Presets for post process settings for water volumes
*/
UCLASS( Abstract, Blueprintable )
class UFGSharedPostProcessSettings : public UObject
class FACTORYGAME_API UFGSharedPostProcessSettings : public UObject
{
GENERATED_BODY()
public:
/** ctor */
UFGSharedPostProcessSettings();

// Accessors
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4 changes: 2 additions & 2 deletions Source/FactoryGame/Public/FGSoundSplineComponent.h
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Expand Up @@ -7,7 +7,7 @@

//@todo-cleanup Is this still in use? Move to Ak maybe?
UCLASS(meta=(BlueprintSpawnableComponent))
class UFGSoundSplineComponent : public UAkComponent
class FACTORYGAME_API UFGSoundSplineComponent : public UAkComponent
{
GENERATED_BODY()
public:
Expand All @@ -30,7 +30,7 @@ class UFGSoundSplineComponent : public UAkComponent
virtual void UpdateGameObjectPosition(); // override; // MODDING EDIT: original is not virtual
// End UAkComponent interface
protected:
/** Distance beween each emitter on our parent spline, this might be scaled slightly so that we get a point on both start and end */
/** Distance between each emitter on our parent spline, this might be scaled slightly so that we get a point on both start and end */
UPROPERTY( EditAnywhere, Category="Audio",Meta=(UIMin=100,UIMax=1000,ClampMin=50))
float mEmitterInterval;
};
4 changes: 2 additions & 2 deletions Source/FactoryGame/Public/FGWaterAudio.h
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Expand Up @@ -5,7 +5,7 @@
#include "FGWaterAudio.generated.h"

USTRUCT( BlueprintType )
struct FPawnImpactAudio
struct FACTORYGAME_API FPawnImpactAudio
{
GENERATED_BODY()

Expand All @@ -19,7 +19,7 @@ struct FPawnImpactAudio
};

UCLASS(Abstract,Blueprintable)
class UFGWaterAudio : public UObject
class FACTORYGAME_API UFGWaterAudio : public UObject
{
GENERATED_BODY()
public:
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Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@
#include "FGWheeledVehicleMovementComponent4W.generated.h"

UCLASS(meta = (BlueprintSpawnableComponent))
class UFGWheeledVehicleMovementComponent4W : public UWheeledVehicleMovementComponent4W
class FACTORYGAME_API UFGWheeledVehicleMovementComponent4W : public UWheeledVehicleMovementComponent4W
{
GENERATED_BODY()
public:
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14 changes: 5 additions & 9 deletions Source/FactoryGame/Public/Replication/FGReplicationGraph.h
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Expand Up @@ -165,32 +165,28 @@ class FACTORYGAME_API UFGReplicationGraph : public UReplicationGraph
};

UCLASS()
class UFGReplicationGraphNode_ConditionallyAlwaysRelevant : public UReplicationGraphNode_ActorList
class FACTORYGAME_API UFGReplicationGraphNode_ConditionallyAlwaysRelevant : public UReplicationGraphNode_ActorList
{
public:
GENERATED_BODY()

public:
// ~ begin UReplicationGraphNode_AlwaysRelevant_ForConnection implementation
virtual void GatherActorListsForConnection( const FConnectionGatherActorListParameters& Params ) override;
virtual void NotifyAddNetworkActor( const FNewReplicatedActorInfo& ActorInfo ) override;
virtual bool NotifyRemoveNetworkActor( const FNewReplicatedActorInfo& ActorInfo, bool bWarnIfNotFound = true ) override;
virtual void NotifyResetAllNetworkActors() override;
// ~ end UReplicationGraphNode_AlwaysRelevant_ForConnection implementation


private:
FActorRepListRefView mAllReplicationActors;
};


// Grid Node for prioritizing Actors Close to the player and inside their view frustum. Based on the DynamicSpatialFrequency Node. Intended for Actors that don't move and have a heavy Networking footprint (Tex. Conveyors)
UCLASS()
class UFGReplicationGraphNode_ConveyorSpatialFrequency : public UReplicationGraphNode_GridCell
class FACTORYGAME_API UFGReplicationGraphNode_ConveyorSpatialFrequency : public UReplicationGraphNode_GridCell
{
GENERATED_BODY()

public:

void InitializeFrequencyGrid( FVector2D origin, FVector2D cellSize, int32 subdivisions );

virtual void GatherActorListsForConnection( const FConnectionGatherActorListParameters& Params ) override;
Expand Down Expand Up @@ -780,7 +776,7 @@ class UFGReplicationGraphNode_ConveyorSpatialFrequency : public UReplicationGrap

/** This is a specialized node for handling PlayerState replication in a frequency limited fashion. It tracks all player states but only returns a subset of them to the replication driver each frame. */
UCLASS()
class UFGReplicationGraphNode_PlayerStateFrequencyLimiter : public UReplicationGraphNode
class FACTORYGAME_API UFGReplicationGraphNode_PlayerStateFrequencyLimiter : public UReplicationGraphNode
{
GENERATED_BODY()

Expand All @@ -805,7 +801,7 @@ class UFGReplicationGraphNode_PlayerStateFrequencyLimiter : public UReplicationG
};

UCLASS()
class UFGReplicationGraphNode_AlwaysRelevant_ForConnection : public UReplicationGraphNode_AlwaysRelevant_ForConnection
class FACTORYGAME_API UFGReplicationGraphNode_AlwaysRelevant_ForConnection : public UReplicationGraphNode_AlwaysRelevant_ForConnection
{
public:
GENERATED_BODY()
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2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/Resources/FGResourceNodeBase.h
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Expand Up @@ -26,7 +26,7 @@ enum class EResourceNodeType : uint8
* The resource we are trying to pick can't be on a conveyor belt.
*/
UCLASS()
class UFGUseState_NonConveyorResource : public UFGUseState
class FACTORYGAME_API UFGUseState_NonConveyorResource : public UFGUseState
{
GENERATED_BODY()

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2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/UI/FGMenuBase.h
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Expand Up @@ -6,7 +6,7 @@
#include "FGMenuBase.generated.h"

UCLASS(meta=(DisableNativeTick))
class UFGMenuBase : public UUserWidget
class FACTORYGAME_API UFGMenuBase : public UUserWidget
{
GENERATED_BODY()
public:
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