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https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#include "BuildingConnectivityComponent.h"
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#include "Net/UnrealNetwork.h"
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void UBuildingConnectivityComponent::OnRep_Connections() {
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}
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void UBuildingConnectivityComponent::OnRep_bIsProvidingPower() {
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}
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void UBuildingConnectivityComponent::OnRep_bIsPowered() {
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}
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void UBuildingConnectivityComponent::OnPlaced() {
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}
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bool UBuildingConnectivityComponent::K2_IsPowered() {
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return false;
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}
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bool UBuildingConnectivityComponent::IsConnectedTo(ABuildingSMActor* TestActor) const {
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return false;
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}
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void UBuildingConnectivityComponent::DrawDebugData() {
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}
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void UBuildingConnectivityComponent::DisconnectAll() {
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}
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bool UBuildingConnectivityComponent::CanConnectTo(ABuildingSMActor* TestActor) const {
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return false;
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}
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void UBuildingConnectivityComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UBuildingConnectivityComponent, Connections);
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DOREPLIFETIME(UBuildingConnectivityComponent, bIsPowered);
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DOREPLIFETIME(UBuildingConnectivityComponent, bIsProvidingPower);
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}
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UBuildingConnectivityComponent::UBuildingConnectivityComponent() {
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this->bAutoConnectOnInitialize = true;
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this->bDrawDebugData = false;
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this->BuildingOwner = NULL;
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this->bIsPowered = false;
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this->bIsProvidingPower = false;
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this->bIsAbleToProvidePower = false;
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this->bAllowConnections = true;
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this->bAllowsPowerToPassThrough = true;
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}
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