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

37 lines
1.4 KiB
C++

#include "AthenaResurrectionComponent.h"
#include "Net/UnrealNetwork.h"
void UAthenaResurrectionComponent::ServerOnInterruptResurrectionInteraction_Implementation(ABuildingGameplayActorSpawnMachine* SpawnMachine) {
}
bool UAthenaResurrectionComponent::ServerOnInterruptResurrectionInteraction_Validate(ABuildingGameplayActorSpawnMachine* SpawnMachine) {
return true;
}
void UAthenaResurrectionComponent::ServerOnBeginResurrectionInteraction_Implementation(ABuildingGameplayActorSpawnMachine* SpawnMachine) {
}
bool UAthenaResurrectionComponent::ServerOnBeginResurrectionInteraction_Validate(ABuildingGameplayActorSpawnMachine* SpawnMachine) {
return true;
}
void UAthenaResurrectionComponent::OnRep_PlayerIdsForResurrection() {
}
void UAthenaResurrectionComponent::ClientNotifyCloneMchineDestroyed_Implementation(const USoundCue* DestroyedSound) {
}
void UAthenaResurrectionComponent::ClientNotifyCloneMachineUnderAttack_Implementation(const USoundCue* DamageSound) {
}
void UAthenaResurrectionComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UAthenaResurrectionComponent, PlayerIdsForResurrection);
DOREPLIFETIME(UAthenaResurrectionComponent, CloneMachineRepData);
}
UAthenaResurrectionComponent::UAthenaResurrectionComponent() {
ClosestSpawnMachineIndex = 0;
NotifyPlayerDamageThrottle = 1;
}