Files
FNGameProj/Source/FortniteGame/Private/AthenaCapturePoint.cpp
T
2024-06-07 01:17:09 +02:00

108 lines
3.6 KiB
C++

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