#include "BuildingContainer.h" #include "Net/UnrealNetwork.h" void ABuildingContainer::StopAudiovisualIndicator() { } void ABuildingContainer::StartAudiovisualIndicator(UAudioComponent* ForComponent, EFortSoundIndicatorTypes Type, float Interval) { } void ABuildingContainer::SetSearchLootTierGroup(FName InSearchLootTierGroup) { } void ABuildingContainer::RaiseTreasure() { } void ABuildingContainer::OnRep_LootTier() { } void ABuildingContainer::OnRep_ChosenRandomUpgrade() { } void ABuildingContainer::OnRep_bAlreadySearched() { } int32 ABuildingContainer::GetLootTier() { return 0; } bool ABuildingContainer::BP_SpawnLoot(AFortPlayerPawn* PlayerPawn) { return false; } void ABuildingContainer::BounceContainer() { } void ABuildingContainer::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingContainer, SearchedMesh); DOREPLIFETIME(ABuildingContainer, ReplicatedLootTier); DOREPLIFETIME(ABuildingContainer, ChosenRandomUpgrade); DOREPLIFETIME(ABuildingContainer, bAlreadySearched); DOREPLIFETIME(ABuildingContainer, bBuriedTreasure); DOREPLIFETIME(ABuildingContainer, bHasRaisedTreasure); DOREPLIFETIME(ABuildingContainer, bRegenerateLoot); DOREPLIFETIME(ABuildingContainer, SearchBounceData); DOREPLIFETIME(ABuildingContainer, TimeUntilLootRegenerates); } ABuildingContainer::ABuildingContainer() { SearchingSoundCueLoop = NULL; LootRepeatSoundCue = NULL; OnDamageSoundCue = NULL; OnDeathSoundCue = NULL; SearchedMesh = NULL; ReplicatedLootTier = 0; ChosenRandomUpgrade = 0; bSpawnedActor = false; SearchBounceRadiusOverride = 1; LootTestingData = NULL; LootNoiseRange = 1; InstancedLoot_TossSpeed = 1; InstancedLoot_TossConeHalfAngle = 1; LootTossSpeed_Athena = 1; LootTossConeHalfAngle_Athena = 1; HighestRarity = EFortRarity::Common; bUseLootProperties_Athena = true; bAlwaysShowContainer = false; bAlwaysMaintainLoot = false; bDestroyContainerOnSearch = false; bForceHidePickupMinimapIndicator = false; bForceSpawnLootOnDestruction = false; bForceTossLootOnSpawn = false; bAlreadySearched = false; bDoNotDropLootOnDestruction = false; bBuriedTreasure = false; bHasRaisedTreasure = false; bStartAlreadySearched_Athena = false; bRegenerateLoot = false; bUseLocationForDrop = false; LootedWeaponsDurabilityModifier = 1; SearchText = FText::FromString(TEXT("Search")); AudioIndicator_Component = NULL; CurrentInteractBounceCurve = NULL; CurrentInteractBounceNormalCurve = NULL; SavedReservedRandomValueResult = 1; TimeUntilLootRegenerates = 1; }