init
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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 "GameFramework/Actor.h"
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#include "NakedDesire/Clothing/ClothingItemData.h"
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#include "NakedDesire/Clothing/ClothingSlotType.h"
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#include "PlayerImpostor.generated.h"
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class ANakedDesireCharacter;
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UCLASS()
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class NAKEDDESIRE_API APlayerImpostor : public APawn
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
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USceneComponent* RootSceneComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
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USkeletalMeshComponent* Mesh;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* NipplesMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* AnalMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* VaginaMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* HeadMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* NeckMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* FaceMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* EyesMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* BodyMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* TopMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* BottomMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* BraMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* PantiesMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* SocksMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* ShoesMeshComponent;
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UPROPERTY()
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ANakedDesireCharacter* Player;
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public:
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APlayerImpostor();
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protected:
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virtual void BeginPlay() override;
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private:
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UFUNCTION()
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void OnClothingEquip(const UClothingItemData* ClothingData);
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UFUNCTION()
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void OnClothingUnequip(const UClothingItemData* ClothingData);
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USkeletalMeshComponent* GetMesh() const { return Mesh; };
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USkeletalMeshComponent* GetMeshByType(const EClothingSlotType SlotType) const;
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void EquipClothing(const UClothingItemData* ClothingData);
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void UnequipClothing(const UClothingItemData* ClothingData);
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};
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