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