#include "BuildingTrap.h" #include "Components/SceneComponent.h" #include "Net/UnrealNetwork.h" bool ABuildingTrap::UseAttachedToWhenTargeted() { return false; } bool ABuildingTrap::TriggerIfAppropriate() { return false; } void ABuildingTrap::SpawnedFromItemDefinition(const UFortTrapItemDefinition* ItemDef, int32 InTrapLevel) { } void ABuildingTrap::SetTeamForMinigameStart() { } void ABuildingTrap::SetAttachedTo(ABuildingSMActor* ActorAttachedTo) { } void ABuildingTrap::ResetTeamOnMinigameEnd() { } void ABuildingTrap::OnTriggerTouch(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void ABuildingTrap::OnTriggerEndTouch(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void ABuildingTrap::OnRep_ReplicatedAppliedAlterations() { } void ABuildingTrap::OnRep_AttachedTo() { } void ABuildingTrap::OnBlockingBuildingDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } bool ABuildingTrap::HasDurability() const { return false; } int32 ABuildingTrap::GetTrapRating() const { return 0; } int32 ABuildingTrap::GetTrapLevel() const { return 0; } TArray ABuildingTrap::GetTouchingDamageTargets(const FFortTargetFilter& Filter) const { return TArray(); } float ABuildingTrap::GetReloadTime() { return 0.0f; } FGameplayTag ABuildingTrap::GetReloadBeginGameplayCueTag() const { return FGameplayTag{}; } float ABuildingTrap::GetMaxDurability() const { return 0.0f; } float ABuildingTrap::GetFireDelay() const { return 0.0f; } float ABuildingTrap::GetDurabilityPercent() const { return 0.0f; } FGameplayTag ABuildingTrap::GetDelayBeginGameplayCueTag() const { return FGameplayTag{}; } float ABuildingTrap::GetDamageDelay() const { return 0.0f; } FVector ABuildingTrap::GetCenter() { return FVector{}; } ABuildingSMActor* ABuildingTrap::GetBuildingAttachedTo() const { return NULL; } float ABuildingTrap::GetArmTime() { return 0.0f; } TArray ABuildingTrap::GetAlterations() const { return TArray(); } FGameplayTag ABuildingTrap::GetActivateTrapGameplayCueTag() const { return FGameplayTag{}; } void ABuildingTrap::GameplayCue_Abilities_Activation_Traps(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void ABuildingTrap::FinishTrigger() { } bool ABuildingTrap::BP_ShouldTrigger_Implementation(const TArray& TouchingActors) const { return false; } void ABuildingTrap::AttemptRetrigger(float Seconds) { } void ABuildingTrap::AddTriggerComponent(UPrimitiveComponent* TriggerComponent) { } void ABuildingTrap::AddDamageComponent(UPrimitiveComponent* DamageComponent) { } void ABuildingTrap::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingTrap, TrapData); DOREPLIFETIME(ABuildingTrap, AppliedAlterations); DOREPLIFETIME(ABuildingTrap, AttachedTo); DOREPLIFETIME(ABuildingTrap, TrapLevel); } ABuildingTrap::ABuildingTrap() { this->TraceLocation = CreateDefaultSubobject(TEXT("Trace Location")); this->PlacementSkeletalMesh = NULL; this->TrapRangeMesh = NULL; this->TrapPreviewMesh = NULL; this->TrapData = NULL; this->bShouldAffectAllPawnsInMinigames = true; this->bTriggerAbilityOnEndoverlap = false; this->AbilitySet = NULL; this->DamageAttributeSet = NULL; this->AttachedTo = NULL; this->bTargetWithAttachedTo = true; this->LastAttachedTo = NULL; this->DelayBeforeDestroyAfterDurabilityExpired = 1.50f; this->SavedDurabilityPct = 1.00f; this->ObstructedTargetRecheckInterval = -1.00f; this->ShouldTriggerTraceOffsets.AddDefaulted(1); this->bIgnoreBuildingObstructions = false; this->TrapLevel = 0; }