#include "FortWeaponAttrSet.h" #include "Net/UnrealNetwork.h" void UFortWeaponAttrSet::OnRep_WeaponVerticalRecoil() { } void UFortWeaponAttrSet::OnRep_WeaponSpreadReduction() { } void UFortWeaponAttrSet::OnRep_WeaponReloadSpeed() { } void UFortWeaponAttrSet::OnRep_WeaponRateOfFire() { } void UFortWeaponAttrSet::OnRep_WeaponOverheatMultiplier() { } void UFortWeaponAttrSet::OnRep_WeaponOverheatMaxMultiplier() { } void UFortWeaponAttrSet::OnRep_WeaponOverheatCoolingMultiplier() { } void UFortWeaponAttrSet::OnRep_WeaponOverheatCooldownMultiplier() { } void UFortWeaponAttrSet::OnRep_WeaponHorizontalRecoil() { } void UFortWeaponAttrSet::OnRep_WeaponChanceToNotConsumeAmmo() { } void UFortWeaponAttrSet::OnRep_WeaponAmmoClipSize() { } void UFortWeaponAttrSet::OnRep_CharacterItemDurabilityDecayModifier() { } void UFortWeaponAttrSet::OnRep_AccumulatedWeaponChanceToNotConsumeAmmo() { } void UFortWeaponAttrSet::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortWeaponAttrSet, WeaponChanceToNotConsumeAmmo); DOREPLIFETIME(UFortWeaponAttrSet, AccumulatedWeaponChanceToNotConsumeAmmo); DOREPLIFETIME(UFortWeaponAttrSet, WeaponRateOfFire); DOREPLIFETIME(UFortWeaponAttrSet, WeaponHorizontalRecoil); DOREPLIFETIME(UFortWeaponAttrSet, WeaponVerticalRecoil); DOREPLIFETIME(UFortWeaponAttrSet, WeaponSpreadReduction); DOREPLIFETIME(UFortWeaponAttrSet, WeaponReloadSpeed); DOREPLIFETIME(UFortWeaponAttrSet, WeaponAmmoClipSize); DOREPLIFETIME(UFortWeaponAttrSet, WeaponOverheatMultiplier); DOREPLIFETIME(UFortWeaponAttrSet, WeaponOverheatMaxMultiplier); DOREPLIFETIME(UFortWeaponAttrSet, WeaponOverheatCoolingMultiplier); DOREPLIFETIME(UFortWeaponAttrSet, WeaponOverheatCooldownMultiplier); DOREPLIFETIME(UFortWeaponAttrSet, CharacterItemDurabilityDecayModifier); } UFortWeaponAttrSet::UFortWeaponAttrSet() { }