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