#include "KeepItemContainer.h" #include "Net/UnrealNetwork.h" void AKeepItemContainer::RestoreLoot() { } void AKeepItemContainer::ResetContainer(AFortPlayerController* FortPC) { } void AKeepItemContainer::OnRep_SearchedBy() { } void AKeepItemContainer::OnRep_HostUpgradeLevel() { } void AKeepItemContainer::InitializeContainer(int32 InitUpgradeLevel) { } int32 AKeepItemContainer::GetLootTierOverride_Implementation() const { return 0; } FName AKeepItemContainer::GetContainerNameAndLevelKey() { return NAME_None; } void AKeepItemContainer::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AKeepItemContainer, HostUpgradeLevel); DOREPLIFETIME(AKeepItemContainer, SearchedBy); DOREPLIFETIME(AKeepItemContainer, BestAvailableRarity); DOREPLIFETIME(AKeepItemContainer, MaxItems); } AKeepItemContainer::AKeepItemContainer() { this->HostUpgradeLevel = -1; this->ContainerType = EKeepContainerType::Max; this->bUseDefaultLootLogic = false; this->bResetThisWhenKeepResets = true; this->ContainerDataTable = NULL; this->bShowChoiceUI = false; this->BestAvailableRarity = EFortRarity::Common; this->MaxItems = 0; }