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

164 lines
4.1 KiB
C++

#include "BuildingTrap.h"
#include "Components/SceneComponent.h"
#include "Net/UnrealNetwork.h"
bool ABuildingTrap::UseAttachedToWhenTargeted() {
return false;
}
bool ABuildingTrap::TriggerIfAppropriate() {
return false;
}
void ABuildingTrap::SpawnedFromItemDefinition(const UFortTrapItemDefinition* ItemDef, int32 InTrapLevel) {
}
void ABuildingTrap::SetTeamForMinigameStart() {
}
void ABuildingTrap::SetAttachedTo(ABuildingSMActor* ActorAttachedTo) {
}
void ABuildingTrap::ResetTeamOnMinigameEnd() {
}
void ABuildingTrap::OnTriggerTouch(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void ABuildingTrap::OnTriggerEndTouch(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
}
void ABuildingTrap::OnRep_ReplicatedAppliedAlterations() {
}
void ABuildingTrap::OnRep_AttachedTo() {
}
void ABuildingTrap::OnBlockingBuildingDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
}
bool ABuildingTrap::HasDurability() const {
return false;
}
int32 ABuildingTrap::GetTrapRating() const {
return 0;
}
int32 ABuildingTrap::GetTrapLevel() const {
return 0;
}
TArray<AActor*> ABuildingTrap::GetTouchingDamageTargets(const FFortTargetFilter& Filter) const {
return TArray<AActor*>();
}
float ABuildingTrap::GetReloadTime() {
return 0.0f;
}
FGameplayTag ABuildingTrap::GetReloadBeginGameplayCueTag() const {
return FGameplayTag{};
}
float ABuildingTrap::GetMaxDurability() const {
return 0.0f;
}
float ABuildingTrap::GetFireDelay() const {
return 0.0f;
}
float ABuildingTrap::GetDurabilityPercent() const {
return 0.0f;
}
FGameplayTag ABuildingTrap::GetDelayBeginGameplayCueTag() const {
return FGameplayTag{};
}
float ABuildingTrap::GetDamageDelay() const {
return 0.0f;
}
FVector ABuildingTrap::GetCenter() {
return FVector{};
}
ABuildingSMActor* ABuildingTrap::GetBuildingAttachedTo() const {
return NULL;
}
float ABuildingTrap::GetArmTime() {
return 0.0f;
}
TArray<UFortAlterationItemDefinition*> ABuildingTrap::GetAlterations() const {
return TArray<UFortAlterationItemDefinition*>();
}
FGameplayTag ABuildingTrap::GetActivateTrapGameplayCueTag() const {
return FGameplayTag{};
}
void ABuildingTrap::GameplayCue_Abilities_Activation_Traps(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
}
void ABuildingTrap::FinishTrigger() {
}
bool ABuildingTrap::BP_ShouldTrigger_Implementation(const TArray<AActor*>& TouchingActors) const {
return false;
}
void ABuildingTrap::AttemptRetrigger(float Seconds) {
}
void ABuildingTrap::AddTriggerComponent(UPrimitiveComponent* TriggerComponent) {
}
void ABuildingTrap::AddDamageComponent(UPrimitiveComponent* DamageComponent) {
}
void ABuildingTrap::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingTrap, TrapData);
DOREPLIFETIME(ABuildingTrap, AppliedAlterations);
DOREPLIFETIME(ABuildingTrap, AttachedTo);
DOREPLIFETIME(ABuildingTrap, TrapLevel);
}
ABuildingTrap::ABuildingTrap() {
this->TraceLocation = CreateDefaultSubobject<USceneComponent>(TEXT("Trace Location"));
this->PlacementSkeletalMesh = NULL;
this->TrapRangeMesh = NULL;
this->TrapPreviewMesh = NULL;
this->TrapData = NULL;
this->bShouldAffectAllPawnsInMinigames = true;
this->bTriggerAbilityOnEndoverlap = false;
this->AbilitySet = NULL;
this->DamageAttributeSet = NULL;
this->AttachedTo = NULL;
this->bTargetWithAttachedTo = true;
this->LastAttachedTo = NULL;
this->DelayBeforeDestroyAfterDurabilityExpired = 1.50f;
this->SavedDurabilityPct = 1.00f;
this->ObstructedTargetRecheckInterval = -1.00f;
this->ShouldTriggerTraceOffsets.AddDefaulted(1);
this->bIgnoreBuildingObstructions = false;
this->TrapLevel = 0;
}