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33 lines
1.1 KiB
C++
33 lines
1.1 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "StructDataArchiveProxy.h"
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#include "UnrealHeaderTool.h"
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FStructDataArchiveProxy::FStructDataArchiveProxy(const FUHTMakefile& UHTMakefile, const FStructData* InStructData)
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{
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StructData = FTokenArchiveProxy(UHTMakefile, &InStructData->StructData);
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StructPropertyData = FPropertyDataArchiveProxy(UHTMakefile, &InStructData->StructPropertyData);
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}
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void FStructDataArchiveProxy::AddReferencedNames(const FStructData* InStructData, FUHTMakefile& UHTMakefile)
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{
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FTokenArchiveProxy::AddReferencedNames(&InStructData->StructData, UHTMakefile);
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FPropertyDataArchiveProxy::AddReferencedNames(&InStructData->StructPropertyData, UHTMakefile);
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}
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FStructData* FStructDataArchiveProxy::CreateStructData(FUHTMakefile& UHTMakefile)
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{
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FToken* Token = StructData.CreateToken();
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FStructData* Result = new FStructData(*Token);
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StructPropertyData.Resolve(&Result->StructPropertyData, UHTMakefile);
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return Result;
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}
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FArchive& operator<<(FArchive& Ar, FStructDataArchiveProxy& StructDataArchiveProxy)
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{
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Ar << StructDataArchiveProxy.StructData;
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Ar << StructDataArchiveProxy.StructPropertyData;
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return Ar;
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}
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