#include "FortPlayerStateOutpost.h" #include "Net/UnrealNetwork.h" void AFortPlayerStateOutpost::SetHasPermissionToEditOutpost(AFortPlayerStateOutpost* InPlayer, bool bHasPermission) { } void AFortPlayerStateOutpost::ServerSetHasPermissionToEditOutpost_Implementation(AFortPlayerStateOutpost* InPlayer, bool bHasPermission) { } bool AFortPlayerStateOutpost::ServerSetHasPermissionToEditOutpost_Validate(AFortPlayerStateOutpost* InPlayer, bool bHasPermission) { return true; } void AFortPlayerStateOutpost::OnRep_HasPermissionToEditOutpost() { } void AFortPlayerStateOutpost::OnRep_CraftingTableItemsRemaining() { } bool AFortPlayerStateOutpost::IsOutpostOwner() const { return false; } bool AFortPlayerStateOutpost::HasPermissionToEditOutpost() const { return false; } void AFortPlayerStateOutpost::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortPlayerStateOutpost, bHasPermissionToEditOutpost); DOREPLIFETIME(AFortPlayerStateOutpost, CraftingTableItemsRemaining); } AFortPlayerStateOutpost::AFortPlayerStateOutpost() { this->bHasPermissionToEditOutpost = false; this->CraftingTableItemsRemaining = 0; }