#include "FortGameStatePvP.h" #include "Net/UnrealNetwork.h" void AFortGameStatePvP::SetMatchLevel(int32 InMatchLevel) { } void AFortGameStatePvP::SetGameDifficultyRow(const FDataTableRowHandle& GameDifficultyInfo) { } void AFortGameStatePvP::OnRep_StalemateTimeRemaining() { } void AFortGameStatePvP::OnRep_RoundTimeRemaining() { } void AFortGameStatePvP::OnRep_MatchLevel() { } void AFortGameStatePvP::OnRep_ItemCollector() { } bool AFortGameStatePvP::IsExperimentalCraftingFeatureActive() const { return false; } int32 AFortGameStatePvP::GetTotalHomebaseRating() const { return 0; } int32 AFortGameStatePvP::GetStartMatchDelayTimer() const { return 0; } int32 AFortGameStatePvP::GetRoundTimeAccumulated() const { return 0; } int32 AFortGameStatePvP::GetMatchLevel() const { return 0; } ABuildingItemCollectorActor* AFortGameStatePvP::GetItemCollector() { return NULL; } int32 AFortGameStatePvP::GetFOBFinalizationTimeRemaining() const { return 0; } int32 AFortGameStatePvP::GetAverageHomebaseRating() const { return 0; } void AFortGameStatePvP::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortGameStatePvP, RoundTimeLimit); DOREPLIFETIME(AFortGameStatePvP, RoundTimeAccumulated); DOREPLIFETIME(AFortGameStatePvP, RoundTimeCriticalThreshold); DOREPLIFETIME(AFortGameStatePvP, RoundTimeRemaining); DOREPLIFETIME(AFortGameStatePvP, StalemateTimeLimit); DOREPLIFETIME(AFortGameStatePvP, StalemateTimeRemaining); DOREPLIFETIME(AFortGameStatePvP, RestartTimeRemaining); DOREPLIFETIME(AFortGameStatePvP, FOBFinalizationTimeRemaining); DOREPLIFETIME(AFortGameStatePvP, CapturePoints); DOREPLIFETIME(AFortGameStatePvP, ItemCollector); DOREPLIFETIME(AFortGameStatePvP, StartMatchDelayTimer); DOREPLIFETIME(AFortGameStatePvP, MatchLevel); } AFortGameStatePvP::AFortGameStatePvP() { this->RoundTimeLimit = -1; this->RoundTimeAccumulated = -1; this->RoundTimeCriticalThreshold = 0; this->RoundTimeRemaining = -1; this->StalemateTimeLimit = -1; this->StalemateTimeRemaining = -1; this->RestartTimeRemaining = -1; this->FOBFinalizationTimeRemaining = -1; this->ItemCollector = NULL; this->StartMatchDelayTimer = 180; this->bGateCraftingOnTeamLevel = true; this->MatchLevelCurve = NULL; this->MatchLevel = 1; this->TotalHomebaseRating = -1; this->AverageHomebaseRating = -1; this->bUseExperimentalCraftingFeature = false; }