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42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#include "FortTrackMovementComponent.h"
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#include "Net/UnrealNetwork.h"
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void UFortTrackMovementComponent::OnRep_ReplicatedTrackMovement() {
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}
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bool UFortTrackMovementComponent::IsReverseDirection() const {
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return false;
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}
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AFortTrack* UFortTrackMovementComponent::GetTrack() const {
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return NULL;
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}
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USplineComponent* UFortTrackMovementComponent::GetSpline() const {
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return NULL;
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}
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float UFortTrackMovementComponent::GetDistanceAlongSpline() const {
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return 0.0f;
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}
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void UFortTrackMovementComponent::FlipDirection() {
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}
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void UFortTrackMovementComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortTrackMovementComponent, TrackVelocity);
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DOREPLIFETIME(UFortTrackMovementComponent, ReplicatedTrackMovement);
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}
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UFortTrackMovementComponent::UFortTrackMovementComponent() {
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this->OptionalEditorPlacedTrack = NULL;
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this->SplineLocationOffsetZ = 104.00f;
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this->DiscoverSplineFrequency = 2.00f;
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this->TrackVelocity = 256.00f;
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this->bReverseYawWhenReversedOnSpline = true;
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this->ClientPredictionSpeedModifier = 1.00f;
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}
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