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

80 lines
2.4 KiB
C++

#include "FortGameModeZone.h"
#include "FortVisibilityManager.h"
#include "Templates/SubclassOf.h"
void AFortGameModeZone::SetSpawnWithinStormShield(bool bSpawnInStormShield) {
}
void AFortGameModeZone::SetPlayerStartLocationOverrides(TArray<FVector> InPlayerStarts, AFortMission* InMission) {
}
void AFortGameModeZone::SetJoinability(bool bMatchJoinable) {
}
void AFortGameModeZone::SetEnemyAIItemCacheLootDrops(bool bValue) {
}
void AFortGameModeZone::ReplicateHealthAndShield() {
}
void AFortGameModeZone::OnPlayerExit(AActor* Controller) {
}
void AFortGameModeZone::OnMorningReached() {
}
void AFortGameModeZone::OnEveningReached() {
}
bool AFortGameModeZone::IsSpectatingAllowedAfterDeath_Implementation() const {
return false;
}
bool AFortGameModeZone::IsGameReadyToSelectLoot() const {
return false;
}
TSubclassOf<UGameplayEffect> AFortGameModeZone::GetTeammateReviveGameplayEffectOverride_Implementation() {
return NULL;
}
AFortPlayerStartupController* AFortGameModeZone::GetPlayerStartupController() {
return NULL;
}
void AFortGameModeZone::ClearPlayerStartLocationOverrides() {
}
AFortGameModeZone::AFortGameModeZone() {
this->bSpawnAllStuff = false;
this->bDisableAI = false;
this->bInitBeaconAtInitGame = true;
this->OverrideAIDirectorIndex = 0;
this->ActiveSpawnPad = NULL;
this->bDisableVoiceChat = false;
this->ReplayStreamerOverride = TEXT("FortniteReplayStreamer");
this->AIDirector = NULL;
this->AIGoalManager = NULL;
this->EndOfZoneRemainTime = 150;
this->TaggedActorsManager = NULL;
this->ConnectivityManager = NULL;
this->bUseAllSocketsInSpawnPad = false;
this->bAllowSpectateAfterDeath = false;
this->SpectateAfterDeath_DelayFirst = 5.00f;
this->SpectateAfterDeath_DelayRepeating = 2.00f;
this->VisibilityManagerClass = AFortVisibilityManager::StaticClass();
this->bCriticalMissionEligible = true;
this->PetManager = NULL;
this->bAllowEnemyAIWorldItemLootDrops = true;
this->bAllowEnemyAIItemCacheLootDrops = true;
this->bAllowContainerItemCacheLootDrops = true;
this->bTrustXboxPlatformId = false;
this->AssociatedSubGame = ESubGame::Campaign;
this->bTryToSpawnWithinStormShield = false;
this->bSupportOneHitBuildingActorRecycling = false;
this->bOneHitResourcesGoToOwner = true;
this->StormWindInactiveMagnitudeScalar = 1.00f;
this->StormWindActiveMagnitudeScalar = 1.00f;
}