#include "FortDecoTool.h" #include "Net/UnrealNetwork.h" void AFortDecoTool::ServerSpawnDeco_Implementation(FVector Location, FRotator Rotation, ABuildingSMActor* AttachedActor, EBuildingAttachmentType InBuildingAttachmentType) { } bool AFortDecoTool::ServerSpawnDeco_Validate(FVector Location, FRotator Rotation, ABuildingSMActor* AttachedActor, EBuildingAttachmentType InBuildingAttachmentType) { return true; } void AFortDecoTool::ServerCreateBuildingAndSpawnDeco_Implementation(FVector_NetQuantize10 BuildingLocation, FRotator BuildingRotation, FVector_NetQuantize10 Location, FRotator Rotation, EBuildingAttachmentType InBuildingAttachmentType) { } bool AFortDecoTool::ServerCreateBuildingAndSpawnDeco_Validate(FVector_NetQuantize10 BuildingLocation, FRotator BuildingRotation, FVector_NetQuantize10 Location, FRotator Rotation, EBuildingAttachmentType InBuildingAttachmentType) { return true; } void AFortDecoTool::OnRep_ItemDefinition() { } void AFortDecoTool::OnRep_CarriedActor(AActor* OldCarriedActor) { } void AFortDecoTool::OnCarriedActorDestroyed(AActor* DestroyedActor) { } void AFortDecoTool::ClientDestroyDecoPreview_Implementation() { } void AFortDecoTool::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortDecoTool, ItemDefinition); DOREPLIFETIME(AFortDecoTool, CarriedActor); } AFortDecoTool::AFortDecoTool() { this->bButtonDown = false; this->ItemDefinition = NULL; this->DecoHelper = NULL; this->CarriedActor = NULL; this->bPlaceCarriedActor = false; this->bPreventExecutionOnOwningPlayerFalling = false; }