Files
UnrealEvent/Project/Source/FortniteGame/Private/FortGameplayAbility_MedicPack.cpp
2026-04-22 15:51:07 +02:00

42 lines
1.4 KiB
C++

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