mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
108 lines
3.6 KiB
C++
108 lines
3.6 KiB
C++
#include "AthenaCapturePoint.h"
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#include "Components/BoxComponent.h"
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#include "Net/UnrealNetwork.h"
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void AAthenaCapturePoint::SetActivatedState(bool bInActivated) {
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}
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void AAthenaCapturePoint::OnRep_ReplicatedCapturePercentage() {
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}
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void AAthenaCapturePoint::OnRep_IconMaterialIndexParameter() {
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}
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void AAthenaCapturePoint::OnRep_CaptureState() {
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}
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void AAthenaCapturePoint::OnRep_bPermanentShutdown() {
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}
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void AAthenaCapturePoint::OnRep_bLocked() {
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}
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void AAthenaCapturePoint::OnRep_bActivated() {
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}
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void AAthenaCapturePoint::OnLeaveCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
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}
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void AAthenaCapturePoint::OnEnterCapturePoint(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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void AAthenaCapturePoint::OnCapturePointStateChange_Implementation(ECapturePointState InState, uint8 InTeam) {
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}
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void AAthenaCapturePoint::OnCapturePointLockStateChange_Implementation(bool bInLocked) {
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}
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void AAthenaCapturePoint::OnCapturePointActiveStateChange_Implementation(bool bInActive) {
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}
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bool AAthenaCapturePoint::HasDancingPlayer() {
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return false;
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}
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int32 AAthenaCapturePoint::GetNumDancingPlayers() {
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return 0;
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}
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ECapturePointState AAthenaCapturePoint::GetCaptureState() const {
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return ECapturePointState::Idle;
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}
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void AAthenaCapturePoint::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AAthenaCapturePoint, IconMaterialIndexParameter);
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DOREPLIFETIME(AAthenaCapturePoint, bPermanentShutdown);
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DOREPLIFETIME(AAthenaCapturePoint, bActivated);
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DOREPLIFETIME(AAthenaCapturePoint, bLocked);
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DOREPLIFETIME(AAthenaCapturePoint, NumCapturingPoint);
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DOREPLIFETIME(AAthenaCapturePoint, TeamCapturingPoint);
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DOREPLIFETIME(AAthenaCapturePoint, TeamControllingPoint);
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DOREPLIFETIME(AAthenaCapturePoint, TeamOwningPoint);
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DOREPLIFETIME(AAthenaCapturePoint, CaptureState);
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DOREPLIFETIME(AAthenaCapturePoint, ReplicatedCapturePercentage);
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}
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AAthenaCapturePoint::AAthenaCapturePoint() {
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HUDIndicatorMID = NULL;
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IconMaterialIndexParameter = 0;
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bPermanentShutdown = false;
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ShutdownTime = 1;
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HUDIndicatorRef = NULL;
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CapturePointMID_Neutral = NULL;
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CapturePointMID_AllyCaptured = NULL;
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CapturePointMID_AllyCapping = NULL;
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CapturePointMID_EnemyCaptured = NULL;
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CapturePointMID_EnemyCapping = NULL;
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bUseHUDIndicator = false;
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bHUDClampToScreenEdge = true;
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DistanceForMinHUDSize = 1;
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CapturePointMat_Neutral = NULL;
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CapturePointMat_AllyCaptured = NULL;
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CapturePointMat_AllyCapping = NULL;
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CapturePointMat_EnemyCaptured = NULL;
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CapturePointMat_EnemyCapping = NULL;
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StructuralComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("StructuralComponent"));
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CaptureComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("CaptureComponent"));
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bActivated = true;
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ContentionRules = EContentionRuleType::MajorityWins;
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bSupportsPerPlayerCapturing = false;
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CachedPercentIncreasePerPlayerCaptor = 1;
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CachedBonusPercentIncreasePerPlayerCaptor = 1;
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CachedPercentDecreaseNoCaptor = 1;
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bLocked = false;
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UnlockInterval = 1;
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UnlockRules = ECapturePointUnlockRules::Reset;
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NumCapturingPoint = 0;
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TeamCapturingPoint = 0;
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TeamControllingPoint = 0;
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TeamInfoControllingPoint = NULL;
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TeamOwningPoint = 0;
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CaptureState = ECapturePointState::Idle;
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CapturePercentage = 1;
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ReplicatedCapturePercentage = 1;
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}
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