#include "KeepHeart.h" #include "Net/UnrealNetwork.h" bool AKeepHeart::UpgradeAllPermaniteStructures(AFortPlayerController* FortPC, bool bQuickUpgrade) { return false; } void AKeepHeart::StreamOutWorld() { } void AKeepHeart::StreamInWorld() { } void AKeepHeart::StartVote(FText VoteText, FText YesText, FText NoText, float PercentageToPass, bool bSkipIfOnePlayerOnly) { } void AKeepHeart::SetPermaniteAvailability(bool bAvailable) { } void AKeepHeart::RestoreKeepHealth() { } void AKeepHeart::RestoreContainers() { } void AKeepHeart::ResetContainers() { } void AKeepHeart::OnDefenseLevelChanged() { } void AKeepHeart::NotifyEncounterStarted(UFortAIEncounterInfo* StartedEncounter) { } void AKeepHeart::NotifyEncounterEnded(UFortAIEncounterInfo* EndedEncounter) { } bool AKeepHeart::IsWorldStreamingIn() { return false; } bool AKeepHeart::IsWorldStreamedIn() { return false; } void AKeepHeart::HandleVoteComplete(bool bResult) { } float AKeepHeart::GetWorldStreamingInProgress() { return 0.0f; } int32 AKeepHeart::GetUpgradeAllPermaniteCost(AFortPlayerController* FortPC, bool bQuickUpgrade) { return 0; } float AKeepHeart::GetAveragePermaniteLevel() { return 0.0f; } bool AKeepHeart::DestroyNonPermaniteStructures() { return false; } void AKeepHeart::DelayedVoteSuccess() { } void AKeepHeart::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AKeepHeart, DefenseState); } AKeepHeart::AKeepHeart() { this->DecorationRoomPlacement = NULL; this->PermaniteHealEffect = NULL; this->PermaniteWallWeight = 1.00f; this->PermaniteFloorWeight = 0.02f; this->PermaniteStairWeight = 0.02f; this->PermaniteRoofWeight = 0.10f; this->DefenseState = EKeepDefenseState::Inactive; }