#include "FortGameStateDeployableBase.h" #include "Net/UnrealNetwork.h" bool AFortGameStateDeployableBase::ShouldUseStormShield() const { return false; } bool AFortGameStateDeployableBase::ShouldRespawnAtLastPawnLocation() const { return false; } void AFortGameStateDeployableBase::SetGameDifficultyRow(const FDataTableRowHandle& GameDifficultyInfo) { } void AFortGameStateDeployableBase::SetGameDifficultyExplicitly(const float InGameDifficulty) { } void AFortGameStateDeployableBase::OnRep_DeployableBaseManager() { } float AFortGameStateDeployableBase::GetStormShieldStartingRadiusOverride() const { return 0.0f; } float AFortGameStateDeployableBase::GetStormShieldEndingRadiusOverride() const { return 0.0f; } float AFortGameStateDeployableBase::GetStormShieldBreatherRadiusOverride() const { return 0.0f; } EDeployableBaseUseType AFortGameStateDeployableBase::GetDeployableBaseUseType() const { return EDeployableBaseUseType::Neighborhood; } void AFortGameStateDeployableBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortGameStateDeployableBase, DeployableBaseManager); } AFortGameStateDeployableBase::AFortGameStateDeployableBase() { this->DeployableBaseManager = NULL; this->bFireEndOfDayDelegate = true; }