#include "AthenaCapturePoint.h" #include "Components/BoxComponent.h" #include "Net/UnrealNetwork.h" void AAthenaCapturePoint::SetActivatedState(bool bInActivated) { } void AAthenaCapturePoint::OnRep_ReplicatedCapturePercentage() { } void AAthenaCapturePoint::OnRep_IconMaterialIndexParameter() { } void AAthenaCapturePoint::OnRep_CaptureState() { } void AAthenaCapturePoint::OnRep_bPermanentShutdown() { } void AAthenaCapturePoint::OnRep_bLocked() { } void AAthenaCapturePoint::OnRep_bActivated() { } void AAthenaCapturePoint::OnLeaveCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void AAthenaCapturePoint::OnEnterCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AAthenaCapturePoint::OnCapturePointStateChange_Implementation(ECapturePointState InState, uint8 InTeam) { } void AAthenaCapturePoint::OnCapturePointLockStateChange_Implementation(bool bInLocked) { } void AAthenaCapturePoint::OnCapturePointActiveStateChange_Implementation(bool bInActive) { } bool AAthenaCapturePoint::HasDancingPlayer() { return false; } int32 AAthenaCapturePoint::GetNumDancingPlayers() { return 0; } ECapturePointState AAthenaCapturePoint::GetCaptureState() const { return ECapturePointState::Idle; } void AAthenaCapturePoint::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAthenaCapturePoint, IconMaterialIndexParameter); DOREPLIFETIME(AAthenaCapturePoint, bPermanentShutdown); DOREPLIFETIME(AAthenaCapturePoint, bActivated); DOREPLIFETIME(AAthenaCapturePoint, bLocked); DOREPLIFETIME(AAthenaCapturePoint, NumCapturingPoint); DOREPLIFETIME(AAthenaCapturePoint, TeamCapturingPoint); DOREPLIFETIME(AAthenaCapturePoint, TeamControllingPoint); DOREPLIFETIME(AAthenaCapturePoint, TeamOwningPoint); DOREPLIFETIME(AAthenaCapturePoint, CaptureState); DOREPLIFETIME(AAthenaCapturePoint, ReplicatedCapturePercentage); } AAthenaCapturePoint::AAthenaCapturePoint() { this->HUDIndicatorMID = NULL; this->IconMaterialIndexParameter = -1; this->bPermanentShutdown = false; this->ShutdownTime = 0.00f; this->HUDIndicatorRef = NULL; this->CapturePointMID_Neutral = NULL; this->CapturePointMID_AllyCaptured = NULL; this->CapturePointMID_AllyCapping = NULL; this->CapturePointMID_EnemyCaptured = NULL; this->CapturePointMID_EnemyCapping = NULL; this->bUseHUDIndicator = false; this->bHUDClampToScreenEdge = true; this->DistanceForMinHUDSize = 0.00f; this->CapturePointMat_Neutral = NULL; this->CapturePointMat_AllyCaptured = NULL; this->CapturePointMat_AllyCapping = NULL; this->CapturePointMat_EnemyCaptured = NULL; this->CapturePointMat_EnemyCapping = NULL; this->StructuralComponent = CreateDefaultSubobject(TEXT("StructuralComponent")); this->CaptureComponent = CreateDefaultSubobject(TEXT("CaptureComponent")); this->bActivated = true; this->ContentionRules = EContentionRuleType::MajorityWins; this->bSupportsPerPlayerCapturing = false; this->CachedPercentIncreasePerPlayerCaptor = 0.00f; this->CachedBonusPercentIncreasePerPlayerCaptor = 0.00f; this->CachedPercentDecreaseNoCaptor = 0.00f; this->bLocked = false; this->UnlockInterval = 180.00f; this->UnlockRules = ECapturePointUnlockRules::Reset; this->NumCapturingPoint = 0; this->TeamCapturingPoint = 0; this->TeamControllingPoint = 0; this->TeamInfoControllingPoint = NULL; this->TeamOwningPoint = 0; this->CaptureState = ECapturePointState::Idle; this->CapturePercentage = 0.00f; this->ReplicatedCapturePercentage = 0.00f; }