#include "FortAthenaExitCraft.h" #include "Components/StaticMeshComponent.h" #include "Net/UnrealNetwork.h" void AFortAthenaExitCraft::OnRep_VehicleSkinIndex() { } void AFortAthenaExitCraft::OnRep_RotationLerpData() { } void AFortAthenaExitCraft::OnRep_QualifyingPlayers() { } void AFortAthenaExitCraft::OnRep_LocationLerpData() { } void AFortAthenaExitCraft::OnRep_CurrentState() { } void AFortAthenaExitCraft::OnRep_BalloonActor() { } void AFortAthenaExitCraft::OnOverlapStart(AActor* TestActor) { } void AFortAthenaExitCraft::OnOverlapEnd(AActor* TestActor) { } void AFortAthenaExitCraft::OnDepartFinished() { } void AFortAthenaExitCraft::CheatDepart() { } void AFortAthenaExitCraft::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortAthenaExitCraft, ExitCraftInfo); DOREPLIFETIME(AFortAthenaExitCraft, CurrentState); DOREPLIFETIME(AFortAthenaExitCraft, OverlappingPawns); DOREPLIFETIME(AFortAthenaExitCraft, BalloonActor); DOREPLIFETIME(AFortAthenaExitCraft, VehicleSkinIndex); DOREPLIFETIME(AFortAthenaExitCraft, LocationLerpData); DOREPLIFETIME(AFortAthenaExitCraft, RotationLerpData); } AFortAthenaExitCraft::AFortAthenaExitCraft() { this->MeshComponent = CreateDefaultSubobject(TEXT("StaticMeshComp0")); this->OverlapMesh = CreateDefaultSubobject(TEXT("OverlapMesh_0")); this->ExitCraftInfo = NULL; this->CurrentState = EExitCraftState::None; this->BalloonClass = NULL; this->BalloonActor = NULL; this->FortVehicleConfigClass = NULL; this->GettingIntoPostionCurve_Location = NULL; this->GettingIntoPostionCurve_Rotation = NULL; this->BuildingZOffset = 80.00f; this->SafetyTimerTime = 10.00f; this->VehicleSkinIndex = -1; }