#include "FortInGameMapManager.h" #include "Net/UnrealNetwork.h" void AFortInGameMapManager::PaintOnFog(const FVector& WorldCoords, TEnumAsByte Team) { } void AFortInGameMapManager::OnRep_MapData() { } AFortInGameMapManager* AFortInGameMapManager::GetCurrent(const UObject* WorldContextObject) { return NULL; } void AFortInGameMapManager::BroadcastExplorationEvents_Implementation(const TArray& Events) { } void AFortInGameMapManager::AllowShowMiniMap(bool bAllowShow) { } void AFortInGameMapManager::AllowShowMainMap(bool bAllowShow) { } void AFortInGameMapManager::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortInGameMapManager, MapData); } AFortInGameMapManager::AFortInGameMapManager() { this->DelayBetweenDispersions = 0.10f; this->ExploredRadius = 0.01f; this->ExploredFalloffRadius = 0.01f; this->SeenRadius = 0.01f; this->SeenFalloffRadius = 0.18f; this->VisibilityMaxGradient = 128; this->UnexploredOpacity = 128; this->OffsetZ = 17000.00f; this->MapLayerSize = 896; this->FullscreenMapZoom = 1.00f; this->IconVisibilityFogThreshold = 96; this->SceneCaptureClass = NULL; this->SceneCaptureBlurryClass = NULL; this->MapMaterial = NULL; this->MapOpacityWhenWalking = 0.83f; this->MaxPercentageMapExplored = 0.95f; this->MapExplorationThresholdPercentage = 0.25f; this->LastMapExplorationThresholdPercentageReached = 0.00f; this->MapCaptureMethod = EMapCaptureMethod::LiveCapture; this->SceneCapture = NULL; this->SceneCaptureBlurry = NULL; this->FogMask = NULL; this->MapWorldScale = 0.00f; }