#include "FortPlayerControllerZone.h" #include "Net/UnrealNetwork.h" void AFortPlayerControllerZone::TestVehicleVelocity(const FString& Command) { } void AFortPlayerControllerZone::SpectateOnDeath() { } void AFortPlayerControllerZone::ServerVoiceChatRequestJoinToken_Implementation(const FString& ChannelName) { } bool AFortPlayerControllerZone::ServerVoiceChatRequestJoinToken_Validate(const FString& ChannelName) { return true; } void AFortPlayerControllerZone::ServerSubmitGameplayVote_Implementation(EFortVoteType VoteType, int32 VoteDecision) { } bool AFortPlayerControllerZone::ServerSubmitGameplayVote_Validate(EFortVoteType VoteType, int32 VoteDecision) { return true; } void AFortPlayerControllerZone::ServerSpectatePlayerState_Implementation(AFortPlayerStateZone* PlayerToSpectate, bool bAllowStateChange) { } bool AFortPlayerControllerZone::ServerSpectatePlayerState_Validate(AFortPlayerStateZone* PlayerToSpectate, bool bAllowStateChange) { return true; } void AFortPlayerControllerZone::ServerSpectatePlayer_Implementation(APawn* NewPlayerToSpectate, bool bAllowStateChange) { } bool AFortPlayerControllerZone::ServerSpectatePlayer_Validate(APawn* NewPlayerToSpectate, bool bAllowStateChange) { return true; } void AFortPlayerControllerZone::ServerSetShouldDisablePlayerTeleportingDuringMissionResults_Implementation() { } bool AFortPlayerControllerZone::ServerSetShouldDisablePlayerTeleportingDuringMissionResults_Validate() { return true; } void AFortPlayerControllerZone::ServerSendPartyJoinInfoToPlayer_Implementation(const FUniqueNetIdRepl& RecipientId, const FString& JoinInfoStr) { } bool AFortPlayerControllerZone::ServerSendPartyJoinInfoToPlayer_Validate(const FUniqueNetIdRepl& RecipientId, const FString& JoinInfoStr) { return true; } void AFortPlayerControllerZone::ServerSendLoadoutConfig_Implementation(int32 LoadoutSeed, const TArray& Loadout) { } bool AFortPlayerControllerZone::ServerSendLoadoutConfig_Validate(int32 LoadoutSeed, const TArray& Loadout) { return true; } void AFortPlayerControllerZone::ServerRequestSeatChange_Implementation(int32 TargetSeatIndex) { } bool AFortPlayerControllerZone::ServerRequestSeatChange_Validate(int32 TargetSeatIndex) { return true; } void AFortPlayerControllerZone::ServerEndGameplayVote_Implementation(EFortVoteType VoteType) { } bool AFortPlayerControllerZone::ServerEndGameplayVote_Validate(EFortVoteType VoteType) { return true; } void AFortPlayerControllerZone::ServerDetachFromRemoteControlledPawn_Implementation() { } bool AFortPlayerControllerZone::ServerDetachFromRemoteControlledPawn_Validate() { return true; } void AFortPlayerControllerZone::ServerDestroyFromRemoteControlledPawn_Implementation() { } bool AFortPlayerControllerZone::ServerDestroyFromRemoteControlledPawn_Validate() { return true; } void AFortPlayerControllerZone::ServerBeginGameplayVote_Implementation(EFortVoteType VoteType, FFortVoteConfig VoteConfig) { } bool AFortPlayerControllerZone::ServerBeginGameplayVote_Validate(EFortVoteType VoteType, FFortVoteConfig VoteConfig) { return true; } void AFortPlayerControllerZone::ServerAttemptExitVehicle_Implementation() { } bool AFortPlayerControllerZone::ServerAttemptExitVehicle_Validate() { return true; } void AFortPlayerControllerZone::ServerActivateMission_Implementation() { } bool AFortPlayerControllerZone::ServerActivateMission_Validate() { return true; } void AFortPlayerControllerZone::RewindVehicle(const FString& Command) { } void AFortPlayerControllerZone::ResurrectPlayer() { } void AFortPlayerControllerZone::RespawnPlayer() { } void AFortPlayerControllerZone::ResetExecuteJetpackToggle() { } void AFortPlayerControllerZone::PushDeathInputComponent() { } void AFortPlayerControllerZone::PopDeathInputComponent() { } void AFortPlayerControllerZone::OnRep_VoiceChatChannel() { } void AFortPlayerControllerZone::KillAllVehicles(const FString& Command) { } bool AFortPlayerControllerZone::IsUsingHideOtherPlayerNames() const { return false; } bool AFortPlayerControllerZone::IsUsingAnonymousMode() const { return false; } bool AFortPlayerControllerZone::IsUsingAnonymousCharacterMode() const { return false; } bool AFortPlayerControllerZone::IsClientNotifiedOfPawnDied() const { return false; } int32 AFortPlayerControllerZone::GetVehicleSeatTransitionTargetIndex() const { return 0; } FString AFortPlayerControllerZone::GetSpectatingPlayerName() { return TEXT(""); } void AFortPlayerControllerZone::FollowPreviousTeammate() { } void AFortPlayerControllerZone::FollowNextTeammate() { } void AFortPlayerControllerZone::DumpPhysicsVehicleBuffer(const FString& Command) { } void AFortPlayerControllerZone::DisableRangedWeaponScopeFX() { } void AFortPlayerControllerZone::ClientVoiceChatSendJoinToken_Implementation(bool bSuccess, const FString& Error, const FString& Token) { } void AFortPlayerControllerZone::ClientSendPartyJoinInfoToPlayer_Implementation(const FString& JoinInfoStr) { } void AFortPlayerControllerZone::ClientPresentGameplayVote_Implementation(uint32 Payload) { } void AFortPlayerControllerZone::ClientOnZoneEndScoreReports_Implementation(const TArray& ScoreReports) { } void AFortPlayerControllerZone::ClientOnPawnSpawned_Implementation() { } void AFortPlayerControllerZone::ClientOnPawnRevived_Implementation(AController* EventInstigator) { } void AFortPlayerControllerZone::ClientOnPawnDied_Implementation(FFortPlayerDeathReport DeathReport) { } void AFortPlayerControllerZone::ClientClearDeathNotification_Implementation() { } void AFortPlayerControllerZone::ClientAckLoadoutConfig_Implementation(int32 LoadoutSeed) { } bool AFortPlayerControllerZone::CanFollowTeammate() const { return false; } bool AFortPlayerControllerZone::AreResurrectionAndRespawnTimeRemainingValid() const { return false; } void AFortPlayerControllerZone::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortPlayerControllerZone, VoiceChatChannel); DOREPLIFETIME(AFortPlayerControllerZone, DesyncNotifyList); } AFortPlayerControllerZone::AFortPlayerControllerZone() { this->bDontChangeReticleColorForEnemy = false; this->LastVehicleSeatSwitchTime = 0.00f; this->PlayerToSpectateOnDeath = NULL; this->DeathInputComponent = NULL; this->RemoteControlledPawnInputComponent = NULL; this->bClientNotifiedOfPawnDied = false; this->bEnterCameraModeOnDeath = true; this->LastScoreEarnedTime = 0.00f; this->VehicleSeatTransitionTargetIndex = 0; this->bJetpackExecuteToggle = false; }