#include "AthenaResurrectionComponent.h" #include "Net/UnrealNetwork.h" void UAthenaResurrectionComponent::ServerOnInterruptResurrectionInteraction_Implementation(ABuildingGameplayActorSpawnMachine* SpawnMachine) { } bool UAthenaResurrectionComponent::ServerOnInterruptResurrectionInteraction_Validate(ABuildingGameplayActorSpawnMachine* SpawnMachine) { return true; } void UAthenaResurrectionComponent::ServerOnBeginResurrectionInteraction_Implementation(ABuildingGameplayActorSpawnMachine* SpawnMachine) { } bool UAthenaResurrectionComponent::ServerOnBeginResurrectionInteraction_Validate(ABuildingGameplayActorSpawnMachine* SpawnMachine) { return true; } void UAthenaResurrectionComponent::OnRep_PlayerIdsForResurrection() { } void UAthenaResurrectionComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UAthenaResurrectionComponent, PlayerIdsForResurrection); } UAthenaResurrectionComponent::UAthenaResurrectionComponent() { this->ClosestSpawnMachineIndex = -1; }