Files
2026-04-22 15:51:07 +02:00

88 lines
1.8 KiB
C++

#include "KeepHeart.h"
#include "Net/UnrealNetwork.h"
bool AKeepHeart::UpgradeAllPermaniteStructures(AFortPlayerController* FortPC, bool bQuickUpgrade) {
return false;
}
void AKeepHeart::StreamOutWorld() {
}
void AKeepHeart::StreamInWorld() {
}
void AKeepHeart::StartVote(FText VoteText, FText YesText, FText NoText, float PercentageToPass, bool bSkipIfOnePlayerOnly) {
}
void AKeepHeart::SetPermaniteAvailability(bool bAvailable) {
}
void AKeepHeart::RestoreKeepHealth() {
}
void AKeepHeart::RestoreContainers() {
}
void AKeepHeart::ResetContainers() {
}
void AKeepHeart::OnDefenseLevelChanged() {
}
void AKeepHeart::NotifyEncounterStarted(UFortAIEncounterInfo* StartedEncounter) {
}
void AKeepHeart::NotifyEncounterEnded(UFortAIEncounterInfo* EndedEncounter) {
}
bool AKeepHeart::IsWorldStreamingIn() {
return false;
}
bool AKeepHeart::IsWorldStreamedIn() {
return false;
}
void AKeepHeart::HandleVoteComplete(bool bResult) {
}
float AKeepHeart::GetWorldStreamingInProgress() {
return 0.0f;
}
int32 AKeepHeart::GetUpgradeAllPermaniteCost(AFortPlayerController* FortPC, bool bQuickUpgrade) {
return 0;
}
float AKeepHeart::GetAveragePermaniteLevel() {
return 0.0f;
}
bool AKeepHeart::DestroyNonPermaniteStructures() {
return false;
}
void AKeepHeart::DelayedVoteSuccess() {
}
void AKeepHeart::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AKeepHeart, DefenseState);
}
AKeepHeart::AKeepHeart() {
this->DecorationRoomPlacement = NULL;
this->PermaniteHealEffect = NULL;
this->PermaniteWallWeight = 1.00f;
this->PermaniteFloorWeight = 0.02f;
this->PermaniteStairWeight = 0.02f;
this->PermaniteRoofWeight = 0.10f;
this->DefenseState = EKeepDefenseState::Inactive;
}