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48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
#include "FortGameStateDeployableBase.h"
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#include "Net/UnrealNetwork.h"
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bool AFortGameStateDeployableBase::ShouldUseStormShield() const {
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return false;
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}
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bool AFortGameStateDeployableBase::ShouldRespawnAtLastPawnLocation() const {
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return false;
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}
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void AFortGameStateDeployableBase::SetGameDifficultyRow(const FDataTableRowHandle& GameDifficultyInfo) {
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}
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void AFortGameStateDeployableBase::SetGameDifficultyExplicitly(const float InGameDifficulty) {
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}
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void AFortGameStateDeployableBase::OnRep_DeployableBaseManager() {
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}
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float AFortGameStateDeployableBase::GetStormShieldStartingRadiusOverride() const {
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return 0.0f;
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}
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float AFortGameStateDeployableBase::GetStormShieldEndingRadiusOverride() const {
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return 0.0f;
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}
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float AFortGameStateDeployableBase::GetStormShieldBreatherRadiusOverride() const {
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return 0.0f;
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}
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EDeployableBaseUseType AFortGameStateDeployableBase::GetDeployableBaseUseType() const {
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return EDeployableBaseUseType::Neighborhood;
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}
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void AFortGameStateDeployableBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortGameStateDeployableBase, DeployableBaseManager);
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}
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AFortGameStateDeployableBase::AFortGameStateDeployableBase() {
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this->DeployableBaseManager = NULL;
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this->bFireEndOfDayDelegate = true;
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}
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