#include "BuildingGameplayActorSpawnMachine.h" #include "Net/UnrealNetwork.h" void ABuildingGameplayActorSpawnMachine::SetSpawnMachineState(ESpawnMachineState NewState) { } bool ABuildingGameplayActorSpawnMachine::RebootPlayersInAir() const { return false; } void ABuildingGameplayActorSpawnMachine::OnSpawnMachineStateChanged_Implementation() { } void ABuildingGameplayActorSpawnMachine::OnResurrectionStarted_Implementation() { } void ABuildingGameplayActorSpawnMachine::OnResurrectionCompleted_Implementation() { } void ABuildingGameplayActorSpawnMachine::OnRep_SpawnMachineState() { } void ABuildingGameplayActorSpawnMachine::OnPlayerPawnResurrected_Implementation(AFortPlayerPawn* PlayerPawn) { } void ABuildingGameplayActorSpawnMachine::OnInterruptLongUse_Implementation(AFortPlayerControllerAthena* AthenaPC) { } void ABuildingGameplayActorSpawnMachine::OnBeginLongUse_Implementation(AFortPlayerControllerAthena* AthenaPC) { } ESpawnMachineState ABuildingGameplayActorSpawnMachine::GetSpawnMachineState() const { return ESpawnMachineState::Default; } float ABuildingGameplayActorSpawnMachine::GetCooldownLength() const { return 0.0f; } void ABuildingGameplayActorSpawnMachine::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABuildingGameplayActorSpawnMachine, SpawnMachineState); } ABuildingGameplayActorSpawnMachine::ABuildingGameplayActorSpawnMachine() { ResurrectLocation = NULL; SquadId = 0; ActiveTeam = 0; SpawnMachineState = ESpawnMachineState::Default; InteractSoundCueLoop = NULL; SpawnMachineSubTextState = ESpawnMachineSubTextState::NoCards; HandleIntoGameState = 0; }