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42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
#include "FortGameplayAbility_JumpBoostPack.h"
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#include "Net/UnrealNetwork.h"
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void UFortGameplayAbility_JumpBoostPack::SetCurrentState(EJumpBoostPackState InState) {
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}
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void UFortGameplayAbility_JumpBoostPack::OnRep_ServerCurrentState(EJumpBoostPackState PreviousState) {
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}
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void UFortGameplayAbility_JumpBoostPack::OnRep_bAbilityMarkedForPendingKill() {
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}
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void UFortGameplayAbility_JumpBoostPack::OnFuelIsFull_Implementation() {
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}
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void UFortGameplayAbility_JumpBoostPack::OnFuelIsEmpty_Implementation() {
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}
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void UFortGameplayAbility_JumpBoostPack::OnCurrentStateChanged_Implementation(EJumpBoostPackState InPreviousState, EJumpBoostPackState InCurrentState) {
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}
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void UFortGameplayAbility_JumpBoostPack::OnAbilityCanceled_Implementation() {
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}
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void UFortGameplayAbility_JumpBoostPack::HandleCurrentStateChanged(EJumpBoostPackState InPreviousState) {
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}
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void UFortGameplayAbility_JumpBoostPack::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortGameplayAbility_JumpBoostPack, ServerCurrentState);
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DOREPLIFETIME(UFortGameplayAbility_JumpBoostPack, bAbilityMarkedForPendingKill);
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}
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UFortGameplayAbility_JumpBoostPack::UFortGameplayAbility_JumpBoostPack() {
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this->ServerCurrentState = EJumpBoostPackState::None;
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this->CurrentState = EJumpBoostPackState::None;
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this->DelayRegenStartTime = 0.00f;
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this->bAbilityMarkedForPendingKill = false;
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}
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