mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
374 lines
13 KiB
C++
374 lines
13 KiB
C++
#include "BuildingSMActor.h"
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#include "Components/StaticMeshComponent.h"
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#include "Net/UnrealNetwork.h"
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bool ABuildingSMActor::WillRegisterWithStructuralGrid() const {
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return false;
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}
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void ABuildingSMActor::UpdateRepairMaterialAnim(float CurveValue) {
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}
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void ABuildingSMActor::UpdateLODOverrideEffect(float CurveValue) {
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}
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void ABuildingSMActor::UpdateDynamicShrinkAndDestroyEffect(float CurveValue) {
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}
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void ABuildingSMActor::UpdateComponentCollisionModes() {
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}
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void ABuildingSMActor::TransferFromDuplicationData(FBuildingDuplicationData SourceData) {
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}
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void ABuildingSMActor::TransferBuildingData(ABuildingSMActor* SourceDataActor) {
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}
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void ABuildingSMActor::StartBounceAnimation(const float StartTime, const float Radius, const FVector& Normal, const FVector& Center, TEnumAsByte<EFortBounceType::Type> InBounceType, const bool bLocalInstigator) {
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}
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void ABuildingSMActor::SetTextureData(const TArray<UTexture2D*>& InTextures) {
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}
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void ABuildingSMActor::SetMirrored(bool bIsMirrored) {
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}
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void ABuildingSMActor::RepairBuilding(AFortPlayerController* RepairingController, int32 ResourcesSpent) {
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}
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TArray<UTexture2D*> ABuildingSMActor::ReadTextureData() {
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return TArray<UTexture2D*>();
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}
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void ABuildingSMActor::PreForceMove(AController* EventInstigator) {
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}
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void ABuildingSMActor::PostForceMove() {
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}
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void ABuildingSMActor::OnRep_ResourceType(EFortResourceType OldType) {
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}
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void ABuildingSMActor::OnRep_ReplicationProxy() {
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}
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void ABuildingSMActor::OnRep_ReplicatedDrawScale3D() {
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}
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void ABuildingSMActor::OnRep_RelevantBASE() {
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}
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void ABuildingSMActor::OnRep_ProxyGameplayCueDamagePhysical() {
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}
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void ABuildingSMActor::OnRep_NoCollision() {
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}
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void ABuildingSMActor::OnRep_NoCameraCollision() {
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}
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void ABuildingSMActor::OnRep_MetaData() {
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}
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void ABuildingSMActor::OnRep_HiddenDueToTrapPlacement() {
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}
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void ABuildingSMActor::OnRep_EditingPlayer() {
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}
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void ABuildingSMActor::OnRep_bUnderRepair() {
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}
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void ABuildingSMActor::OnRep_bUnderConstruction() {
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}
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void ABuildingSMActor::OnRep_BuildingAnimation() {
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}
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void ABuildingSMActor::OnLODOverrideEffectFinished() {
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}
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void ABuildingSMActor::OnDynamicShrinkAndDestroyEffectFinished() {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCuesExecuted_WithParams_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCuesExecuted_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted_FromSpec_Implementation(const FGameplayEffectSpecForRPC Spec, FPredictionKey PredictionKey) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec_Implementation(const FGameplayEffectSpecForRPC& Spec, FPredictionKey PredictionKey) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCueAdded_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters Parameters) {
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}
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void ABuildingSMActor::NetMulticast_InvokeGameplayCueAdded_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) {
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}
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void ABuildingSMActor::MulticastPlayFullHealthEffects_Implementation() {
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}
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void ABuildingSMActor::MarkConnectedBuildingsForStructuralIntegrityCheck() {
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}
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bool ABuildingSMActor::IsUnderConstruction() const {
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return false;
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}
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bool ABuildingSMActor::IsSupportedByWorld() const {
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return false;
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}
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bool ABuildingSMActor::IsStructurallySupported() const {
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return false;
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}
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bool ABuildingSMActor::HasDestructionLoot() const {
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return false;
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}
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UCurveLinearColor* ABuildingSMActor::GetWindSpeedCurveForPreview() const {
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return NULL;
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}
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UCurveLinearColor* ABuildingSMActor::GetWindPannerSpeedCurveForPreview() const {
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return NULL;
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}
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TEnumAsByte<EBuildingReplacementType> ABuildingSMActor::GetReplacementDestructionReason() {
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return BRT_None;
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}
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int32 ABuildingSMActor::GetLogicalBuildingIndex() const {
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return 0;
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}
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bool ABuildingSMActor::GetIntenseWindMaterialsForPreview(TArray<UMaterialInterface*>& Materials) {
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return false;
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}
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FBuildingDuplicationData ABuildingSMActor::GetDuplicationData() {
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return FBuildingDuplicationData{};
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}
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void ABuildingSMActor::GetBuildingTextureData(TArray<UBuildingTextureData*>& OutTextureDataArray) const {
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}
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UStaticMeshComponent* ABuildingSMActor::GetBuildingMeshComponent() const {
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return NULL;
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}
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TArray<ABuildingSMActor*> ABuildingSMActor::GetAttachedBuildingActors() {
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return TArray<ABuildingSMActor*>();
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}
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UMaterialInstanceDynamic* ABuildingSMActor::GetAnimatingMID(int32 ElementIndex) {
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return NULL;
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}
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void ABuildingSMActor::GameplayCue_Abilities_Activation_Generic_BannerWallBuff2(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void ABuildingSMActor::GameplayCue_Abilities_Activation_Generic_BannerWallBuff1(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void ABuildingSMActor::ForceIntoStructuralGridDuringRuntime_Implementation() {
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}
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void ABuildingSMActor::EditorOnlySetInstanceMaterialVectorParameter(FName ParamName, FLinearColor Value) {
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}
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void ABuildingSMActor::EditorOnlySetInstanceMaterialTextureParameter(FName ParamName, UTexture* Value) {
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}
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void ABuildingSMActor::EditorOnlySetInstanceMaterialScalarParameter(FName ParamName, float Value) {
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}
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void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialVectorParameter(FName ParamName) {
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}
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void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialTextureParameter(FName ParamName) {
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}
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void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialScalarParameter(FName ParamName) {
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}
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void ABuildingSMActor::DetachBuildingActorFromMe(ABuildingSMActor* ActorToAttach, bool bBeingDestroyed) {
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}
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void ABuildingSMActor::ClearRequestedBuildingAnimation() {
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}
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void ABuildingSMActor::BlueprintOnStructurallyUnstable_Implementation() {
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}
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void ABuildingSMActor::BlueprintOnStructurallyStable_Implementation() {
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}
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void ABuildingSMActor::AttachBuildingActorToMe(ABuildingSMActor* ActorToAttach, bool bForceAttachment) {
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}
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void ABuildingSMActor::AddToGrid() {
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}
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void ABuildingSMActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingSMActor, TextureData);
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DOREPLIFETIME(ABuildingSMActor, StaticMesh);
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DOREPLIFETIME(ABuildingSMActor, AltMeshIdx);
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DOREPLIFETIME(ABuildingSMActor, ResourceType);
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DOREPLIFETIME(ABuildingSMActor, bMirrored);
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DOREPLIFETIME(ABuildingSMActor, bNoCollision);
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DOREPLIFETIME(ABuildingSMActor, bNoPhysicsCollision);
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DOREPLIFETIME(ABuildingSMActor, bNoCameraCollision);
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DOREPLIFETIME(ABuildingSMActor, bSupportsRepairing);
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DOREPLIFETIME(ABuildingSMActor, bHiddenDueToTrapPlacement);
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DOREPLIFETIME(ABuildingSMActor, bAttachmentPlacementBlockedFront);
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DOREPLIFETIME(ABuildingSMActor, bAttachmentPlacementBlockedBack);
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DOREPLIFETIME(ABuildingSMActor, bIsForPreviewing);
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DOREPLIFETIME(ABuildingSMActor, bUnderConstruction);
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DOREPLIFETIME(ABuildingSMActor, bUnderRepair);
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DOREPLIFETIME(ABuildingSMActor, bIsInitiallyBuilding);
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DOREPLIFETIME(ABuildingSMActor, BuildingAnimation);
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DOREPLIFETIME(ABuildingSMActor, ReplicatedDrawScale3D);
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DOREPLIFETIME(ABuildingSMActor, MinimalReplicationProxy);
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DOREPLIFETIME(ABuildingSMActor, BuildingReplacementType);
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DOREPLIFETIME(ABuildingSMActor, EditingPlayer);
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DOREPLIFETIME(ABuildingSMActor, DamagerOwner);
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DOREPLIFETIME(ABuildingSMActor, RelevantBASE);
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DOREPLIFETIME(ABuildingSMActor, ProxyGameplayCueDamagePhysical);
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}
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ABuildingSMActor::ABuildingSMActor() {
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this->TextureData[0] = NULL;
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this->TextureData[1] = NULL;
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this->TextureData[2] = NULL;
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this->TextureData[3] = NULL;
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this->StaticMesh = NULL;
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this->AltMeshIdx = -1;
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this->ResourceType = EFortResourceType::None;
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this->bForceReplicateSubObjects = false;
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this->bAllowBuildingCheat = false;
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this->bMirrored = false;
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this->bNoCollision = false;
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this->bNoPhysicsCollision = false;
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this->bNoCameraCollision = false;
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this->bCameraOnlyCollision = false;
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this->bNoPawnCollision = false;
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this->bNoAIPawnCollision = false;
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this->bNoWeaponCollision = false;
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this->bNoRangedWeaponCollision = false;
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this->bNoProjectileCollision = false;
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this->bDoNotBlockInteract = false;
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this->bBlocksCeilingPlacement = false;
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this->bBlocksAttachmentPlacement = false;
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this->bSupportsRepairing = false;
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this->bUsePhysicalSurfaceForFootstep = false;
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this->bRandomYawOnPlacement = false;
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this->bRandomScaleOnPlacement = false;
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this->bClearMIDWhenReturningToUndamagedState = true;
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this->bNeedsMIDsForCreative = false;
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this->bHiddenDueToTrapPlacement = false;
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this->bAttachmentPlacementBlockedFront = false;
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this->bAttachmentPlacementBlockedBack = false;
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this->bAllowResourceDrop = true;
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this->bHideOnDeath = true;
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this->bPlayDestructionEffects = true;
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this->bSkipConstructionSounds = false;
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this->bSupportedDirectly = false;
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this->bForciblyStructurallySupported = false;
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this->bRegisterWithStructuralGrid = false;
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this->bIsForPreviewing = false;
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this->bUnderConstruction = false;
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this->bUnderRepair = false;
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this->bCurrentlyBeingEdited = false;
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this->bAllowWeakSpots = true;
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this->bUseComplexForWeakSpots = true;
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this->bCanSpawnAtLowerQuotaLevels = false;
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this->bNeedsWindMaterialParameters = false;
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this->bPropagatesBounceEffects = true;
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this->bNeedsDamageOverlay = true;
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this->bIsInitiallyBuilding = false;
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this->SavedDirectlySupportedStatus = ESavedSupportStatus::UnknownState;
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this->MaximumQuotaLevelBound = ELootQuotaLevel::Unlimited;
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this->BuildingAnimation = EBA_None;
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this->DestroyedTime = 0.00f;
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this->InfluenceMapWeight = 0.00f;
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this->BASEEffectMeshComponent = NULL;
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this->CachedNavAreaHusk = NULL;
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this->CachedNavAreaSmasher = NULL;
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this->StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent0"));
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this->BaseMaterial = NULL;
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this->MaxResourcesToSpawn = -1;
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this->BreakEffect = NULL;
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this->DeathParticles = NULL;
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this->DeathSound = NULL;
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this->ConstructedEffect = NULL;
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this->ShieldBuffMaterialParamValue1 = 0.50f;
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this->ShieldBuffMaterialParamValue2 = 1.00f;
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this->AnimatingDistanceFieldSelfShadowBias = 100.00f;
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this->ConstructionAudioComponent = NULL;
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this->CachedDestructionInstigator = NULL;
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this->DamageOverlayComponent = NULL;
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this->MIDDamageOverlay = NULL;
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this->DamageAmountStart = 0.00f;
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this->LastDamageAmount = 0.00f;
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this->EditModePatternData = NULL;
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this->UndermineGroup = -1;
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this->LogicalBuildingIdx = -1;
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this->AnimatingSubObjects = 0.00f;
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this->NumFrameSubObjects = 0;
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this->EditModeSupportClass = NULL;
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this->EditModeSupport = NULL;
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this->HealthToAutoBuild = 0.00f;
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this->AccumulatedAutoBuildTime = 0.00f;
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this->BuildingReplacementType = BRT_None;
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this->ReplacementDestructionReason = BRT_None;
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this->CurBuildingAnimType = EBA_None;
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this->DamageVisualsState = EFortDamageVisualsState::UnDamaged;
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this->CurAnimSubObjectNum = 0;
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this->CurBuildingAnimStartTime = 0.00f;
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this->CurAnimSubObjectTargetNum = 0;
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this->BlueprintMeshComp = NULL;
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this->EditingPlayer = NULL;
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this->ConnectivityIcon = NULL;
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this->BuildingAttachmentRadius = 32.00f;
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this->BuildingAttachmentSlot = SLOT_None;
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this->BuildingAttachmentType = ATTACH_None;
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this->BuildingPlacementType = EPlacementType::Free;
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this->LastStructuralCheck = EStructuralSupportCheck::Max_None;
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this->PlayerGridSnapSize = 16.00f;
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this->ParentActorToAttachTo = NULL;
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this->AttachmentPlacementBlockingActors[0] = NULL;
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this->AttachmentPlacementBlockingActors[1] = NULL;
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this->ConnectivityComponent = NULL;
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this->LODActorIndexInFoundation = 0;
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this->ActorIndexInFoundation = 0;
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this->DamagerOwner = NULL;
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this->RelevantBASE = NULL;
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this->LastRelevantBASE = NULL;
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}
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