Files
2026-04-22 15:51:07 +02:00

108 lines
3.8 KiB
C++

#include "AthenaCapturePoint.h"
#include "Components/BoxComponent.h"
#include "Net/UnrealNetwork.h"
void AAthenaCapturePoint::SetActivatedState(bool bInActivated) {
}
void AAthenaCapturePoint::OnRep_ReplicatedCapturePercentage() {
}
void AAthenaCapturePoint::OnRep_IconMaterialIndexParameter() {
}
void AAthenaCapturePoint::OnRep_CaptureState() {
}
void AAthenaCapturePoint::OnRep_bPermanentShutdown() {
}
void AAthenaCapturePoint::OnRep_bLocked() {
}
void AAthenaCapturePoint::OnRep_bActivated() {
}
void AAthenaCapturePoint::OnLeaveCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
}
void AAthenaCapturePoint::OnEnterCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void AAthenaCapturePoint::OnCapturePointStateChange_Implementation(ECapturePointState InState, uint8 InTeam) {
}
void AAthenaCapturePoint::OnCapturePointLockStateChange_Implementation(bool bInLocked) {
}
void AAthenaCapturePoint::OnCapturePointActiveStateChange_Implementation(bool bInActive) {
}
bool AAthenaCapturePoint::HasDancingPlayer() {
return false;
}
int32 AAthenaCapturePoint::GetNumDancingPlayers() {
return 0;
}
ECapturePointState AAthenaCapturePoint::GetCaptureState() const {
return ECapturePointState::Idle;
}
void AAthenaCapturePoint::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AAthenaCapturePoint, IconMaterialIndexParameter);
DOREPLIFETIME(AAthenaCapturePoint, bPermanentShutdown);
DOREPLIFETIME(AAthenaCapturePoint, bActivated);
DOREPLIFETIME(AAthenaCapturePoint, bLocked);
DOREPLIFETIME(AAthenaCapturePoint, NumCapturingPoint);
DOREPLIFETIME(AAthenaCapturePoint, TeamCapturingPoint);
DOREPLIFETIME(AAthenaCapturePoint, TeamControllingPoint);
DOREPLIFETIME(AAthenaCapturePoint, TeamOwningPoint);
DOREPLIFETIME(AAthenaCapturePoint, CaptureState);
DOREPLIFETIME(AAthenaCapturePoint, ReplicatedCapturePercentage);
}
AAthenaCapturePoint::AAthenaCapturePoint() {
this->HUDIndicatorMID = NULL;
this->IconMaterialIndexParameter = -1;
this->bPermanentShutdown = false;
this->ShutdownTime = 0.00f;
this->HUDIndicatorRef = NULL;
this->CapturePointMID_Neutral = NULL;
this->CapturePointMID_AllyCaptured = NULL;
this->CapturePointMID_AllyCapping = NULL;
this->CapturePointMID_EnemyCaptured = NULL;
this->CapturePointMID_EnemyCapping = NULL;
this->bUseHUDIndicator = false;
this->bHUDClampToScreenEdge = true;
this->DistanceForMinHUDSize = 0.00f;
this->CapturePointMat_Neutral = NULL;
this->CapturePointMat_AllyCaptured = NULL;
this->CapturePointMat_AllyCapping = NULL;
this->CapturePointMat_EnemyCaptured = NULL;
this->CapturePointMat_EnemyCapping = NULL;
this->StructuralComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("StructuralComponent"));
this->CaptureComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("CaptureComponent"));
this->bActivated = true;
this->ContentionRules = EContentionRuleType::MajorityWins;
this->bSupportsPerPlayerCapturing = false;
this->CachedPercentIncreasePerPlayerCaptor = 0.00f;
this->CachedBonusPercentIncreasePerPlayerCaptor = 0.00f;
this->CachedPercentDecreaseNoCaptor = 0.00f;
this->bLocked = false;
this->UnlockInterval = 180.00f;
this->UnlockRules = ECapturePointUnlockRules::Reset;
this->NumCapturingPoint = 0;
this->TeamCapturingPoint = 0;
this->TeamControllingPoint = 0;
this->TeamInfoControllingPoint = NULL;
this->TeamOwningPoint = 0;
this->CaptureState = ECapturePointState::Idle;
this->CapturePercentage = 0.00f;
this->ReplicatedCapturePercentage = 0.00f;
}