mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
#include "FortInGameMapManager.h"
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#include "Net/UnrealNetwork.h"
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void AFortInGameMapManager::PaintOnFog(const FVector& WorldCoords, TEnumAsByte<EFortTeam::Type> Team) {
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}
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void AFortInGameMapManager::OnRep_MapData() {
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}
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AFortInGameMapManager* AFortInGameMapManager::GetCurrent(const UObject* WorldContextObject) {
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return NULL;
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}
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void AFortInGameMapManager::BroadcastExplorationEvents_Implementation(const TArray<FTeamMapExplorationEvent>& Events) {
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}
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void AFortInGameMapManager::AllowShowMiniMap(bool bAllowShow) {
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}
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void AFortInGameMapManager::AllowShowMainMap(bool bAllowShow) {
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}
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void AFortInGameMapManager::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortInGameMapManager, MapData);
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}
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AFortInGameMapManager::AFortInGameMapManager() {
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this->DelayBetweenDispersions = 0.10f;
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this->ExploredRadius = 0.01f;
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this->ExploredFalloffRadius = 0.01f;
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this->SeenRadius = 0.01f;
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this->SeenFalloffRadius = 0.18f;
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this->VisibilityMaxGradient = 128;
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this->UnexploredOpacity = 128;
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this->OffsetZ = 17000.00f;
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this->MapLayerSize = 896;
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this->FullscreenMapZoom = 1.00f;
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this->IconVisibilityFogThreshold = 96;
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this->SceneCaptureClass = NULL;
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this->SceneCaptureBlurryClass = NULL;
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this->MapMaterial = NULL;
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this->MapOpacityWhenWalking = 0.83f;
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this->MaxPercentageMapExplored = 0.95f;
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this->MapExplorationThresholdPercentage = 0.25f;
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this->LastMapExplorationThresholdPercentageReached = 0.00f;
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this->MapCaptureMethod = EMapCaptureMethod::LiveCapture;
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this->SceneCapture = NULL;
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this->SceneCaptureBlurry = NULL;
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this->FogMask = NULL;
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this->MapWorldScale = 0.00f;
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}
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