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https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
71 lines
2.6 KiB
C++
71 lines
2.6 KiB
C++
#include "BuildingCapturePointActor.h"
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#include "Components/SphereComponent.h"
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#include "Net/UnrealNetwork.h"
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void ABuildingCapturePointActor::SetActivatedState(bool bInActivated) {
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}
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void ABuildingCapturePointActor::OnRep_ReplicatedCapturePercentage() {
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}
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void ABuildingCapturePointActor::OnRep_CaptureState() {
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}
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void ABuildingCapturePointActor::OnRep_bLocked() {
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}
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void ABuildingCapturePointActor::OnRep_bActivated() {
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}
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void ABuildingCapturePointActor::OnLeaveCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
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}
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void ABuildingCapturePointActor::OnEnterCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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void ABuildingCapturePointActor::OnCapturePointStateChange_Implementation(ECaptureState InState, uint8 InTeam) {
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}
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void ABuildingCapturePointActor::OnCapturePointLockStateChange_Implementation(bool bInLocked) {
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}
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void ABuildingCapturePointActor::OnCapturePointActiveStateChange_Implementation(bool bInActive) {
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}
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ECaptureState ABuildingCapturePointActor::GetCaptureState() const {
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return ECaptureState::CS_Idle;
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}
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void ABuildingCapturePointActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingCapturePointActor, bActivated);
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DOREPLIFETIME(ABuildingCapturePointActor, bLocked);
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DOREPLIFETIME(ABuildingCapturePointActor, NumCapturingPoint);
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DOREPLIFETIME(ABuildingCapturePointActor, TeamCapturingPoint);
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DOREPLIFETIME(ABuildingCapturePointActor, TeamOwningPoint);
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DOREPLIFETIME(ABuildingCapturePointActor, CaptureState);
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DOREPLIFETIME(ABuildingCapturePointActor, ReplicatedCapturePercentage);
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}
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ABuildingCapturePointActor::ABuildingCapturePointActor() {
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this->bUseHUDIndicator = false;
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this->bHUDClampToScreenEdge = true;
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this->CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionSphereComponent"));
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this->bActivated = true;
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this->ContentionRules = EContentionRules::CR_MajorityWins;
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this->PercentIncreasePerPlayerCaptor = 0.10f;
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this->PercentIncreasePerAICaptor = 0.10f;
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this->PercentDecreaseNoCaptor = 0.25f;
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this->bLocked = false;
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this->UnlockInterval = 180.00f;
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this->UnlockRules = EUnlockRules::UR_Reset;
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this->NumCapturingPoint = 0;
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this->TeamCapturingPoint = 0;
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this->TeamControllingPoint = 0;
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this->TeamOwningPoint = 0;
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this->CapturePercentage = 0.00f;
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this->ReplicatedCapturePercentage = 0.00f;
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}
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