mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
#include "FortGameStatePvP.h"
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#include "Net/UnrealNetwork.h"
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void AFortGameStatePvP::SetMatchLevel(int32 InMatchLevel) {
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}
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void AFortGameStatePvP::SetGameDifficultyRow(const FDataTableRowHandle& GameDifficultyInfo) {
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}
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void AFortGameStatePvP::OnRep_StalemateTimeRemaining() {
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}
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void AFortGameStatePvP::OnRep_RoundTimeRemaining() {
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}
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void AFortGameStatePvP::OnRep_MatchLevel() {
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}
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void AFortGameStatePvP::OnRep_ItemCollector() {
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}
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bool AFortGameStatePvP::IsExperimentalCraftingFeatureActive() const {
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return false;
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}
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int32 AFortGameStatePvP::GetTotalHomebaseRating() const {
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return 0;
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}
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int32 AFortGameStatePvP::GetStartMatchDelayTimer() const {
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return 0;
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}
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int32 AFortGameStatePvP::GetRoundTimeAccumulated() const {
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return 0;
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}
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int32 AFortGameStatePvP::GetMatchLevel() const {
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return 0;
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}
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ABuildingItemCollectorActor* AFortGameStatePvP::GetItemCollector() {
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return NULL;
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}
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int32 AFortGameStatePvP::GetFOBFinalizationTimeRemaining() const {
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return 0;
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}
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int32 AFortGameStatePvP::GetAverageHomebaseRating() const {
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return 0;
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}
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void AFortGameStatePvP::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortGameStatePvP, RoundTimeLimit);
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DOREPLIFETIME(AFortGameStatePvP, RoundTimeAccumulated);
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DOREPLIFETIME(AFortGameStatePvP, RoundTimeCriticalThreshold);
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DOREPLIFETIME(AFortGameStatePvP, RoundTimeRemaining);
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DOREPLIFETIME(AFortGameStatePvP, StalemateTimeLimit);
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DOREPLIFETIME(AFortGameStatePvP, StalemateTimeRemaining);
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DOREPLIFETIME(AFortGameStatePvP, RestartTimeRemaining);
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DOREPLIFETIME(AFortGameStatePvP, FOBFinalizationTimeRemaining);
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DOREPLIFETIME(AFortGameStatePvP, CapturePoints);
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DOREPLIFETIME(AFortGameStatePvP, ItemCollector);
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DOREPLIFETIME(AFortGameStatePvP, StartMatchDelayTimer);
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DOREPLIFETIME(AFortGameStatePvP, MatchLevel);
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}
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AFortGameStatePvP::AFortGameStatePvP() {
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this->RoundTimeLimit = -1;
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this->RoundTimeAccumulated = -1;
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this->RoundTimeCriticalThreshold = 0;
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this->RoundTimeRemaining = -1;
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this->StalemateTimeLimit = -1;
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this->StalemateTimeRemaining = -1;
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this->RestartTimeRemaining = -1;
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this->FOBFinalizationTimeRemaining = -1;
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this->ItemCollector = NULL;
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this->StartMatchDelayTimer = 180;
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this->bGateCraftingOnTeamLevel = true;
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this->MatchLevelCurve = NULL;
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this->MatchLevel = 1;
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this->TotalHomebaseRating = -1;
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this->AverageHomebaseRating = -1;
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this->bUseExperimentalCraftingFeature = false;
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}
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