Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <NightSkyGameState.h>
Public Attributes | |
uint8 | ObjBuffer [MaxBattleObjects+MaxPlayerObjects][SizeOfBattleObject] = { { 0 } } |
bool | ObjActive [MaxBattleObjects] = { false } |
uint8 | CharBuffer [MaxPlayerObjects][SizeOfPlayerObject] = { { 0 } } |
uint8 | BattleStateBuffer [SizeOfBattleState] = { 0 } |
uint64 | SizeOfBPRollbackData |
Definition at line 163 of file NightSkyGameState.h.
uint8 FRollbackData::BattleStateBuffer[SizeOfBattleState] = { 0 } |
Definition at line 168 of file NightSkyGameState.h.
uint8 FRollbackData::CharBuffer[MaxPlayerObjects][SizeOfPlayerObject] = { { 0 } } |
Definition at line 167 of file NightSkyGameState.h.
bool FRollbackData::ObjActive[MaxBattleObjects] = { false } |
Definition at line 166 of file NightSkyGameState.h.
uint8 FRollbackData::ObjBuffer[MaxBattleObjects+MaxPlayerObjects][SizeOfBattleObject] = { { 0 } } |
Definition at line 165 of file NightSkyGameState.h.
uint64 FRollbackData::SizeOfBPRollbackData |
Definition at line 169 of file NightSkyGameState.h.