#include "FortGameModeZone.h" #include "FortVisibilityManager.h" #include "Templates/SubclassOf.h" void AFortGameModeZone::SetSpawnWithinStormShield(bool bSpawnInStormShield) { } void AFortGameModeZone::SetPlayerStartLocationOverrides(TArray InPlayerStarts, AFortMission* InMission) { } void AFortGameModeZone::SetJoinability(bool bMatchJoinable) { } void AFortGameModeZone::SetEnemyAIItemCacheLootDrops(bool bValue) { } void AFortGameModeZone::ReplicateHealthAndShield() { } void AFortGameModeZone::OnPlayerExit(AActor* Controller) { } void AFortGameModeZone::OnMorningReached() { } void AFortGameModeZone::OnEveningReached() { } bool AFortGameModeZone::IsSpectatingAllowedAfterDeath_Implementation() const { return false; } bool AFortGameModeZone::IsGameReadyToSelectLoot() const { return false; } TSubclassOf AFortGameModeZone::GetTeammateReviveGameplayEffectOverride_Implementation() { return NULL; } AFortPlayerStartupController* AFortGameModeZone::GetPlayerStartupController() { return NULL; } void AFortGameModeZone::ClearPlayerStartLocationOverrides() { } AFortGameModeZone::AFortGameModeZone() { this->bSpawnAllStuff = false; this->bDisableAI = false; this->bInitBeaconAtInitGame = true; this->OverrideAIDirectorIndex = 0; this->ActiveSpawnPad = NULL; this->bDisableVoiceChat = false; this->ReplayStreamerOverride = TEXT("FortniteReplayStreamer"); this->AIDirector = NULL; this->AIGoalManager = NULL; this->EndOfZoneRemainTime = 150; this->TaggedActorsManager = NULL; this->ConnectivityManager = NULL; this->bUseAllSocketsInSpawnPad = false; this->bAllowSpectateAfterDeath = false; this->SpectateAfterDeath_DelayFirst = 5.00f; this->SpectateAfterDeath_DelayRepeating = 2.00f; this->VisibilityManagerClass = AFortVisibilityManager::StaticClass(); this->bCriticalMissionEligible = true; this->PetManager = NULL; this->bAllowEnemyAIWorldItemLootDrops = true; this->bAllowEnemyAIItemCacheLootDrops = true; this->bAllowContainerItemCacheLootDrops = true; this->bTrustXboxPlatformId = false; this->AssociatedSubGame = ESubGame::Campaign; this->bTryToSpawnWithinStormShield = false; this->bSupportOneHitBuildingActorRecycling = false; this->bOneHitResourcesGoToOwner = true; this->StormWindInactiveMagnitudeScalar = 1.00f; this->StormWindActiveMagnitudeScalar = 1.00f; }