#include "AthenaBarrierObjective.h" #include "Net/UnrealNetwork.h" void AAthenaBarrierObjective::OnRep_ObjectiveDamageState() { } void AAthenaBarrierObjective::OnRep_HeadRotationYaw() { } void AAthenaBarrierObjective::OnRep_FoodTeam() { } void AAthenaBarrierObjective::OnGeneratorDestroyed() { } bool AAthenaBarrierObjective::IsFriendlyTeam() const { return false; } EBarrierObjectiveDamageState AAthenaBarrierObjective::GetObjectiveDamageState() const { return EBarrierObjectiveDamageState::Health_75; } EBarrierFoodTeam AAthenaBarrierObjective::GetFoodTeam() const { return EBarrierFoodTeam::Burger; } void AAthenaBarrierObjective::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAthenaBarrierObjective, FoodTeam); DOREPLIFETIME(AAthenaBarrierObjective, ObjectiveDamageState); DOREPLIFETIME(AAthenaBarrierObjective, HeadRotationYaw); DOREPLIFETIME(AAthenaBarrierObjective, bAllowDamage); } AAthenaBarrierObjective::AAthenaBarrierObjective() { FoodTeam = EBarrierFoodTeam::Burger; ObjectiveDamageState = EBarrierObjectiveDamageState::Health_75; HeadRotationYaw = 1; bAllowDamage = false; }