mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
64 lines
2.1 KiB
C++
64 lines
2.1 KiB
C++
#include "FortAthenaMutator_Ashton.h"
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#include "Net/UnrealNetwork.h"
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void AFortAthenaMutator_Ashton::SelectNextVillainLeader() {
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}
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void AFortAthenaMutator_Ashton::OnRep_VillainLeaderLocationForSound() {
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}
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void AFortAthenaMutator_Ashton::OnRep_VillainLeaderLocationForSnapSound() {
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}
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void AFortAthenaMutator_Ashton::OnRep_VillainLeaderLocationForDeathSound() {
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}
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void AFortAthenaMutator_Ashton::OnRep_StoneList() {
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}
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void AFortAthenaMutator_Ashton::OnRep_NumVillainRespawnsRemaining() {
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}
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void AFortAthenaMutator_Ashton::OnPickupSpawnedAndReady(AFortGameModePickup* PickupObj, const UFortItemDefinition* PickupItemDef) {
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}
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void AFortAthenaMutator_Ashton::OnPickupDestroying(AFortGameModePickup* PickupObj, const UFortItemDefinition* PickupItemDef) {
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}
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void AFortAthenaMutator_Ashton::OnMutatorGameplayEvent(int32 EventId, int32 EventParam1, int32 EventParam2, int32 EventParam3) {
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}
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void AFortAthenaMutator_Ashton::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep) {
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}
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EAshtonStoneStateType AFortAthenaMutator_Ashton::GetStoneState(EAshtonStoneType StoneType) {
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return EAshtonStoneStateType::NotSpawned;
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}
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int32 AFortAthenaMutator_Ashton::GetNumCapturedStones(const TArray<FAshtonStoneState>& TestList) {
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return 0;
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}
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void AFortAthenaMutator_Ashton::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortAthenaMutator_Ashton, StoneList);
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DOREPLIFETIME(AFortAthenaMutator_Ashton, VillainLeaderLocationForSnapSound);
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DOREPLIFETIME(AFortAthenaMutator_Ashton, VillainLeaderLocationForDeathSound);
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DOREPLIFETIME(AFortAthenaMutator_Ashton, VillainLeaderLocationForSound);
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DOREPLIFETIME(AFortAthenaMutator_Ashton, NumVillainRespawnsRemaining);
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DOREPLIFETIME(AFortAthenaMutator_Ashton, CachedNumCapturedStones);
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}
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AFortAthenaMutator_Ashton::AFortAthenaMutator_Ashton() {
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this->AutoEquipController = NULL;
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this->VillainLeaderItemDef = NULL;
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this->VillainLeaderPC = NULL;
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this->NumVillainRespawnsRemaining = -1;
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this->CachedNumCapturedStones = 0;
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}
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