mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-27 03:53:25 +00:00
94 lines
2.9 KiB
C++
94 lines
2.9 KiB
C++
#include "FortLevelSaveComponent.h"
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#include "Net/UnrealNetwork.h"
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void UFortLevelSaveComponent::RestrictedPlotLoadComplete(const FAsyncTaskResult& Result) {
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}
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void UFortLevelSaveComponent::OnRep_RestoringStateChanged(EBackupSaveState OldValue) {
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}
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void UFortLevelSaveComponent::OnRep_PlotPermissionsChanged() {
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}
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void UFortLevelSaveComponent::OnRep_LoadedPlotInstanceId() {
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}
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void UFortLevelSaveComponent::OnRep_LoadedLinkData() {
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}
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void UFortLevelSaveComponent::OnRep_Loaded() {
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}
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void UFortLevelSaveComponent::OnRep_LastCheckpointDate(FDateTime OldValue) {
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}
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void UFortLevelSaveComponent::OnRep_IsAutoSaving(bool bOldValue) {
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}
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void UFortLevelSaveComponent::OnRep_BackupSaveState(EBackupSaveState OldValue) {
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}
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void UFortLevelSaveComponent::OnAsyncLoadingOfPlaysetComplete(TSoftObjectPtr<UFortPlaysetItemDefinition> PlaysetPtr) {
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}
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void UFortLevelSaveComponent::K2_GetLoadedLinkData(FCreativeLoadedLinkData& LinkData) const {
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}
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bool UFortLevelSaveComponent::IsLoaded() const {
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return false;
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}
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bool UFortLevelSaveComponent::IsCurated() const {
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return false;
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}
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FUniqueNetIdRepl UFortLevelSaveComponent::GetAccountIdOfOwner() const {
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return FUniqueNetIdRepl{};
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}
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bool UFortLevelSaveComponent::DoesPlayerHavePermissionToEdit(const FUniqueNetIdRepl& UserRequestingPermission) const {
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return false;
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}
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void UFortLevelSaveComponent::CloudSaveFinished(const FAsyncTaskResult& Result) {
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}
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void UFortLevelSaveComponent::CloudLoadFinished(const FAsyncTaskResult& Result) {
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}
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void UFortLevelSaveComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortLevelSaveComponent, AccountIdOfOwner);
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DOREPLIFETIME(UFortLevelSaveComponent, bCurated);
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DOREPLIFETIME(UFortLevelSaveComponent, PlotPermissions);
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DOREPLIFETIME(UFortLevelSaveComponent, LoadedPlotInstanceId);
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DOREPLIFETIME(UFortLevelSaveComponent, LoadedLinkData);
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DOREPLIFETIME(UFortLevelSaveComponent, bIsLoaded);
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DOREPLIFETIME(UFortLevelSaveComponent, bIsAutoSaving);
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DOREPLIFETIME(UFortLevelSaveComponent, BackupSaveState);
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DOREPLIFETIME(UFortLevelSaveComponent, RestoringState);
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DOREPLIFETIME(UFortLevelSaveComponent, LastCheckpointDateUtc);
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}
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UFortLevelSaveComponent::UFortLevelSaveComponent() {
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this->RestrictedPlotDefinition = NULL;
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this->bAutoLoadFromRestrictedPlotDefinition = false;
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this->LinkCodeNumberToAutoLoad = 0;
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this->bLoadRandomLinkCode = false;
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this->bLoadMatchAssignedCode = false;
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this->bCuratedHub = false;
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this->bLoadPlaysetFromPlot = true;
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this->LoadedPlot = NULL;
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this->bPermissionsSaveInProgress = false;
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this->bCurated = false;
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this->bIsLoaded = false;
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this->bIsAutoSaving = false;
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this->BackupSaveState = EBackupSaveState::Ready;
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this->RestoringState = EBackupSaveState::Ready;
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this->PublishRateLimitSeconds = 0;
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this->BackupRateLimitSeconds = 0;
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this->RestoreRateLimitSeconds = 0;
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}
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