#include "BuildingRift.h" #include "FortSpectateClickableMapIcon.h" #include "Net/UnrealNetwork.h" void ABuildingRift::OnRep_RiftIsVisible() { } void ABuildingRift::OnRep_RiftIsActive() { } void ABuildingRift::OnRep_CosmeticState() { } void ABuildingRift::OnGameDifficultyChanged() { } void ABuildingRift::BroadcastRiftSpawningAI_Implementation() { } void ABuildingRift::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingRift, bRiftIsVisible); DOREPLIFETIME(ABuildingRift, bRiftIsActive); DOREPLIFETIME(ABuildingRift, CosmeticState); } ABuildingRift::ABuildingRift() { this->DamageSet = NULL; this->DistToTarget = 0.00f; this->bSendMissionEvents = false; this->bDelayDeath = false; this->SlotSelectionMode = EFortRiftSpawnSlotSelectionMode::Random; this->MinSpawnDelay = 2.00f; this->MaxSpawnDelay = 2.00f; this->CosmeticStateIdleDelay = 1.00f; this->IntroToBeginSpawningDelay = 2.00f; this->EnvironmentQuery = NULL; this->QueryRadius = 0.00f; this->QueryMinDistance = 0.00f; this->bOverrideQueryMinDistance = false; this->bRegisterAsASpecialActor = false; this->bShouldDrawCompassIcon = false; this->bRiftIsVisible = false; this->bRiftIsActive = false; this->bIsReadyToSpawnAI = false; this->bHasBeenInitialized = false; this->bHasBadRiftSlots = false; this->bRecalculateSpawnPointsPeriodically = false; this->SpawnPointEvaluationInterval = 0.00f; this->bCreateOverlapSphere = false; this->OverlapSphereComponent = NULL; this->LootDropConeHalfAngle = 60.00f; this->LootDropSpeed = 550.00f; this->CosmeticState = ERiftCosmeticState::None; this->SpectatorMapIcon = CreateDefaultSubobject(TEXT("FortSpectateClickableMapIcon")); }