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

346 lines
11 KiB
C++

#include "BuildingActor.h"
#include "FortBuildingActorSet.h"
#include "Net/UnrealNetwork.h"
bool ABuildingActor::UseDefaultHealthBar_Implementation() const {
return false;
}
void ABuildingActor::SnapDmgVisualsToCurrentHealth() {
}
void ABuildingActor::SilentDie() {
}
bool ABuildingActor::ShouldDie_Implementation(float Damage, AController* EventInstigator, AActor* DamageCauser) {
return false;
}
void ABuildingActor::SetTeam(uint8 InTeam) {
}
void ABuildingActor::SetSuppressHealthBar(bool bNewValue) {
}
void ABuildingActor::SetQuestHighlight(bool Enabled) {
}
void ABuildingActor::SetNavigationModifier(bool bEnableModifier) {
}
void ABuildingActor::SetHealthBarIndicatorDifficultyRating(int32 InDisplayLevel) {
}
void ABuildingActor::SetHealth(float NewHealth) {
}
void ABuildingActor::SetCustomState(const FString& NewState) {
}
void ABuildingActor::SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle) {
}
void ABuildingActor::SetCanBeSavedToCreativeVolume(bool bCanBeSaved) {
}
void ABuildingActor::Resave() {
}
void ABuildingActor::RemoveEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& TagsToRemove) {
}
void ABuildingActor::RemoveAbilitySystemComponentAfterAutoBuildIfFullHealth() {
}
void ABuildingActor::PlacedByPlacementTool_Implementation() {
}
void ABuildingActor::OnRep_Team() {
}
void ABuildingActor::OnRep_InstantDeath() {
}
void ABuildingActor::OnRep_InitialOverlappingVehicles() {
}
void ABuildingActor::OnRep_CustomState() {
}
void ABuildingActor::OnRep_CurrentBuildingLevel() {
}
void ABuildingActor::OnRep_BuildingAttributeSet() {
}
void ABuildingActor::OnRep_bForceReplayRollback() {
}
void ABuildingActor::OnRep_bCollisionBlockedByPawns() {
}
void ABuildingActor::OnRep_AbilitySystemComponent() {
}
void ABuildingActor::OnDayPhaseChanged_Implementation(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) {
}
void ABuildingActor::OnBuildingActorInitialized_Implementation(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState) {
}
bool ABuildingActor::IsPlayerBuilt() const {
return false;
}
bool ABuildingActor::IsDamaged() const {
return false;
}
bool ABuildingActor::IsAcceptablePositionForPlacement_Implementation(const FVector& InLocation, const FRotator& InRotation, AFortDecoTool* DecoTool, bool bIsCDO, FText& OutFailureReason) const {
return false;
}
void ABuildingActor::InitializeKismetSpawnedBuildingActor(ABuildingActor* BuildingOwner, AFortPlayerController* SpawningController, bool bUsePlayerBuildAnimations) {
}
bool ABuildingActor::HasHealthLeft() const {
return false;
}
void ABuildingActor::HandleDestroyed() {
}
float ABuildingActor::GetShieldPercent() const {
return 0.0f;
}
float ABuildingActor::GetShieldOrHealthPercent() {
return 0.0f;
}
float ABuildingActor::GetShield() const {
return 0.0f;
}
AFortPlayerState* ABuildingActor::GetOwningPlayerState() const {
return NULL;
}
AController* ABuildingActor::GetOwningController() const {
return NULL;
}
float ABuildingActor::GetMissingHealth() const {
return 0.0f;
}
float ABuildingActor::GetMaxShield() const {
return 0.0f;
}
float ABuildingActor::GetMaxHealth() const {
return 0.0f;
}
float ABuildingActor::GetHealthPercent() const {
return 0.0f;
}
float ABuildingActor::GetHealth() const {
return 0.0f;
}
void ABuildingActor::GetEditorTestTags(FGameplayTagContainer& TagContainer) const {
}
FString ABuildingActor::GetCustomState() const {
return TEXT("");
}
int32 ABuildingActor::GetCurrentBuildingLevel() const {
return 0;
}
FVector ABuildingActor::GetCentroid() const {
return FVector{};
}
void ABuildingActor::GameplayCue_InstantDeath(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
}
void ABuildingActor::GameplayCue_Healing(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
}
void ABuildingActor::GameplayCue_Damage(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
}
void ABuildingActor::ForceBuildingHealth(float NewHealth) {
}
void ABuildingActor::ClearPlayedDying() {
}
void ABuildingActor::AddEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& NewTags) {
}
void ABuildingActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingActor, OwnerPersistentID);
DOREPLIFETIME(ABuildingActor, InitialOverlappingVehicles);
DOREPLIFETIME(ABuildingActor, CurrentBuildingLevel);
DOREPLIFETIME(ABuildingActor, ReplicatedBuildingAttributeSet);
DOREPLIFETIME(ABuildingActor, ReplicatedAbilitySystemComponent);
DOREPLIFETIME(ABuildingActor, HealthBarIndicatorDifficultyRating);
DOREPLIFETIME(ABuildingActor, ForceMetadataRelevant);
DOREPLIFETIME(ABuildingActor, bIsInvulnerable);
DOREPLIFETIME(ABuildingActor, bDestroyed);
DOREPLIFETIME(ABuildingActor, bPlayerPlaced);
DOREPLIFETIME(ABuildingActor, bDoNotBlockBuildings);
DOREPLIFETIME(ABuildingActor, bForceBlockBuildings);
DOREPLIFETIME(ABuildingActor, bDestroyOnPlayerBuildingPlacement);
DOREPLIFETIME(ABuildingActor, bUseCentroidForBlockBuildingsCheck);
DOREPLIFETIME(ABuildingActor, bInstantDeath);
DOREPLIFETIME(ABuildingActor, bForceReplayRollback);
DOREPLIFETIME(ABuildingActor, TeamIndex);
DOREPLIFETIME(ABuildingActor, bCollisionBlockedByPawns);
DOREPLIFETIME(ABuildingActor, AssociatedMissionParam);
DOREPLIFETIME(ABuildingActor, OriginatingPlacementActor);
DOREPLIFETIME(ABuildingActor, CustomState);
DOREPLIFETIME(ABuildingActor, BaselineScale);
}
ABuildingActor::ABuildingActor() {
this->OwnerPersistentID = -1;
this->SavedHealthPct = 1.00f;
this->CurrentBuildingLevel = 0;
this->MaximumBuildingLevel = 0;
this->BuildingAttributeSetClass = UFortBuildingActorSet::StaticClass();
this->BuildingAttributeSet = NULL;
this->ReplicatedBuildingAttributeSet = NULL;
this->AttributeInitLevelSource = EAttributeInitLevelSource::WorldDifficulty;
this->AbilitySystemComponentCreationPolicy = EAbilitySystemComponentCreationPolicy::Never;
this->PrimarySurfaceType = SurfaceType_Default;
this->WeaponResponseType = EFortBaseWeaponDamage::Combat;
this->LifespanAfterDeath = 5.00f;
this->AbilitySystemComponent = NULL;
this->ReplicatedAbilitySystemComponent = NULL;
this->HealthBarIndicatorWidth = 75.00f;
this->HealthBarIndicatorVerticalOffset = 0.00f;
this->HealthBarIndicator = NULL;
this->HealthBarIndicatorDifficultyRating = -1;
this->ForceMetadataRelevant = 0;
this->LastMetadataRelevant = 0;
this->DynamicBuildingPlacementType = EDynamicBuildingPlacementType::DestroyIfColliding;
this->NavigationObstacleOverride = ENavigationObstacleOverride::UseMeshSettings;
this->bIsInvulnerable = false;
this->bPreviewBuildingActor = false;
this->bPlayedDying = false;
this->bHasRegisteredActorStateAtLeastOnce = false;
this->bDirtyForLevelRecordSave = false;
this->bSavedMetaPropertiesProcessed = false;
this->bUpgradeUsesSameClass = false;
this->bDisplayLevelInInfoWidget = false;
this->bAllowUpgradeRegardlessOfPlayerBuildLevel = false;
this->bDisplayDamageNumbersInAthena = false;
this->bUseFortHealthBarIndicator = false;
this->bSurpressHealthBar = false;
this->bCreateVerboseHealthLogs = false;
this->bIsIndestructibleForTargetSelection = false;
this->bDestroyed = false;
this->bPersistToWorld = false;
this->bRefreshFullSaveDataBeforeZoneSave = false;
this->bBeingDragged = false;
this->bRotateInPlaceGame = false;
this->bBeingOneHitDisassembled = false;
this->bBoundsAreInvalidForMelee = false;
this->bIsNavigationModifier = false;
this->bBlockNavigationLinks = true;
this->bCanExportNavigationCollisions = false;
this->bCanExportNavigationObstacle = true;
this->bMirrorNavLinksX = false;
this->bMirrorNavLinksY = false;
this->bIgnoreMoveGoalCollisionRadius = false;
this->bForceDisableRootNavigationRelevance = false;
this->bForceAutomationPass = false;
this->bForceAutomationPass_NavmeshOnTop = false;
this->bForceAutomationPass_SmashableFlat = false;
this->bCanBeSavedInCreativeVolume = true;
this->bIsNavigationRelevant = false;
this->bIsNavigationIndestructible = false;
this->bBlockNavLinksInCell = false;
this->bUseHotSpotAsMoveGoalReplacement = false;
this->bWorldReadyCalled = false;
this->bBeingRotatedOrScaled = false;
this->bBeingTranslated = false;
this->bRotateInPlaceEditor = true;
this->bEditorPlaced = true;
this->bPlayerPlaced = false;
this->bShouldTick = false;
this->bUsesDayPhaseChange = false;
this->bIsDynamic = false;
this->bIsDynamicOnDedicatedServer = false;
this->bUseTickManager = true;
this->bIsMovable = false;
this->bRegisteredForDayPhaseChange = false;
this->bForceDamagePing = false;
this->bDestroyFoliageWhenPlaced = false;
this->bObstructTrapTargeting = true;
this->bPredictedBuildingActor = false;
this->bDoNotBlockBuildings = true;
this->bForceBlockBuildings = false;
this->bIgnoreCollisionWithCriticalActors = false;
this->bDestroyOnPlayerBuildingPlacement = false;
this->bUseCentroidForBlockBuildingsCheck = true;
this->bIsPlayerBuildable = false;
this->bFireBuiltAndDestroyedEvents = true;
this->bStructurallySupportOverlappingActors = false;
this->bAllowInteract = false;
this->bAllowHostileBlueprintInteraction = false;
this->bInstantDeath = false;
this->bEndAbilitiesOnDeath = true;
this->InteractionText = FText::FromString(TEXT("Press E to Edit"));
this->bAlwaysUseNetCullDistanceSquaredForRelevancy = false;
this->bHighlightDirty = false;
this->bForceReplayRollback = false;
this->BuildingType = EFortBuildingType::None;
this->Team = EFortTeam::Spectator;
this->TeamIndex = 0;
this->bIgnoreAffiliationInteractHighlight = false;
this->bSuppressInteractionWidget = false;
this->bCollisionBlockedByPawns = false;
this->AssociatedMissionParam = NULL;
this->OriginatingPlacementActor = NULL;
this->BRMinDrawDistance = 0.00f;
this->BRMaxDrawDistance = 0.00f;
this->StWMinDrawDistance = 0.00f;
this->StWMaxDrawDistance = 0.00f;
this->DataVersion = 0;
this->LastTakeHitTimeTimeout = 0.00f;
this->PlayHitSound = NULL;
this->CullDistance = 8000.00f;
this->SnapGridSize = 512.00f;
this->VertSnapGridSize = 384.00f;
this->ComponentTypesWhitelistedForReplication.AddDefaulted(2);
this->HotSpotConfig = NULL;
this->VolumeSpawnedBy = NULL;
this->BaselineScale = 1.00f;
this->AccumulatedDeltaSinceLastVisualsTick = 0.00f;
}