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

374 lines
13 KiB
C++

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