#include "BuildingCapturePointActor.h" #include "Components/SphereComponent.h" #include "Net/UnrealNetwork.h" void ABuildingCapturePointActor::SetActivatedState(bool bInActivated) { } void ABuildingCapturePointActor::OnRep_ReplicatedCapturePercentage() { } void ABuildingCapturePointActor::OnRep_CaptureState() { } void ABuildingCapturePointActor::OnRep_bLocked() { } void ABuildingCapturePointActor::OnRep_bActivated() { } void ABuildingCapturePointActor::OnLeaveCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void ABuildingCapturePointActor::OnEnterCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void ABuildingCapturePointActor::OnCapturePointStateChange_Implementation(ECaptureState InState, uint8 InTeam) { } void ABuildingCapturePointActor::OnCapturePointLockStateChange_Implementation(bool bInLocked) { } void ABuildingCapturePointActor::OnCapturePointActiveStateChange_Implementation(bool bInActive) { } ECaptureState ABuildingCapturePointActor::GetCaptureState() const { return ECaptureState::CS_Idle; } void ABuildingCapturePointActor::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingCapturePointActor, bActivated); DOREPLIFETIME(ABuildingCapturePointActor, bLocked); DOREPLIFETIME(ABuildingCapturePointActor, NumCapturingPoint); DOREPLIFETIME(ABuildingCapturePointActor, TeamCapturingPoint); DOREPLIFETIME(ABuildingCapturePointActor, TeamOwningPoint); DOREPLIFETIME(ABuildingCapturePointActor, CaptureState); DOREPLIFETIME(ABuildingCapturePointActor, ReplicatedCapturePercentage); } ABuildingCapturePointActor::ABuildingCapturePointActor() { this->bUseHUDIndicator = false; this->bHUDClampToScreenEdge = true; this->CollisionComponent = CreateDefaultSubobject(TEXT("CollisionSphereComponent")); this->bActivated = true; this->ContentionRules = EContentionRules::CR_MajorityWins; this->PercentIncreasePerPlayerCaptor = 0.10f; this->PercentIncreasePerAICaptor = 0.10f; this->PercentDecreaseNoCaptor = 0.25f; this->bLocked = false; this->UnlockInterval = 180.00f; this->UnlockRules = EUnlockRules::UR_Reset; this->NumCapturingPoint = 0; this->TeamCapturingPoint = 0; this->TeamControllingPoint = 0; this->TeamOwningPoint = 0; this->CapturePercentage = 0.00f; this->ReplicatedCapturePercentage = 0.00f; }