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

386 lines
11 KiB
C++

#include "BuildingActor.h"
#include "FortBuildingActorSet.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
bool ABuildingActor::UseDefaultHealthBar_Implementation() const {
return false;
}
void ABuildingActor::SnapDmgVisualsToCurrentHealth() {
}
void ABuildingActor::SilentDie(const bool bPropagateSilentDeath) {
}
bool ABuildingActor::ShouldDisplayMobileInteractPrompt() const {
return false;
}
bool ABuildingActor::ShouldDisplayDamageNumbers_Implementation() const {
return false;
}
bool ABuildingActor::ShouldDie_Implementation(float Damage, AController* EventInstigator, AActor* DamageCauser) {
return false;
}
void ABuildingActor::SetUsesDayPhaseChange(bool bUseDayPhase) {
}
void ABuildingActor::SetTeam(uint8 InTeam) {
}
void ABuildingActor::SetSuppressHealthBar(bool bNewValue) {
}
void ABuildingActor::SetQuestHighlight(bool Enabled) {
}
void ABuildingActor::SetNavigationModifier(bool bEnableModifier) {
}
void ABuildingActor::SetNavigationIndestructible(const bool bNavIndestructible) {
}
void ABuildingActor::SetHealthBarIndicatorDifficultyRating(int32 InDisplayLevel) {
}
void ABuildingActor::SetHealth(float NewHealth) {
}
void ABuildingActor::SetCustomState(const FString& NewState) {
}
void ABuildingActor::SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle) {
}
void ABuildingActor::SetCanBeSavedToCreativeVolume(bool bCanBeSaved) {
}
void ABuildingActor::SetBRDrawDistances(float NewBRMinDrawDistance, float NewBRMaxDrawDistance) {
}
void ABuildingActor::Resave() {
}
void ABuildingActor::RemoveEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& TagsToRemove) {
}
void ABuildingActor::RemoveAbilitySystemComponentAfterAutoBuildIfFullHealth() {
}
void ABuildingActor::RefreshRemovedFoliageAroundBounds(bool bUseNonCollidingBounds) {
}
void ABuildingActor::PlacedByPlacementTool_Implementation() {
}
void ABuildingActor::OnRep_Team() {
}
void ABuildingActor::OnRep_InstantDeath() {
}
void ABuildingActor::OnRep_InitialOverlappingVehicles() {
}
void ABuildingActor::OnRep_CustomState() {
}
void ABuildingActor::OnRep_CurrentBuildingLevel() {
}
void ABuildingActor::OnRep_BuildingAttributeSet() {
}
void ABuildingActor::OnRep_bCollisionBlockedByPawns() {
}
void ABuildingActor::OnRep_AbilitySystemComponent() {
}
void ABuildingActor::OnDayPhaseChanged_Implementation(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) {
}
void ABuildingActor::OnBuildingActorInitialized_Implementation(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState) {
}
ABuildingActor* ABuildingActor::K2_SpawnBuildingActor(const UObject* WorldContextObject, TSubclassOf<ABuildingActor> Class, const FTransform& Transform) {
return NULL;
}
bool ABuildingActor::IsPlayerBuilt() const {
return false;
}
bool ABuildingActor::IsDamaged() const {
return false;
}
bool ABuildingActor::IsAcceptablePositionForPlacement_Implementation(const FVector& InLocation, const FRotator& InRotation, AFortDecoTool* DecoTool, bool bIsCDO, FText& OutFailureReason) const {
return false;
}
void ABuildingActor::InitializeKismetSpawnedBuildingActor(ABuildingActor* BuildingOwner, AFortPlayerController* SpawningController, bool bUsePlayerBuildAnimations) {
}
bool ABuildingActor::HasHealthLeft() const {
return false;
}
void ABuildingActor::HandleDestroyed() {
}
float ABuildingActor::GetShieldPercent() const {
return 0.0f;
}
float ABuildingActor::GetShieldOrHealthPercent() {
return 0.0f;
}
float ABuildingActor::GetShield() const {
return 0.0f;
}
AFortPlayerState* ABuildingActor::GetOwningPlayerState() const {
return NULL;
}
AController* ABuildingActor::GetOwningController() const {
return NULL;
}
float ABuildingActor::GetMissingHealth() const {
return 0.0f;
}
float ABuildingActor::GetMaxShield() const {
return 0.0f;
}
float ABuildingActor::GetMaxHealth() const {
return 0.0f;
}
FName ABuildingActor::GetLootTierGroupOverride() {
return NAME_None;
}
float ABuildingActor::GetHealthPercent() const {
return 0.0f;
}
float ABuildingActor::GetHealth() const {
return 0.0f;
}
void ABuildingActor::GetEditorTestTags(FGameplayTagContainer& TagContainer) const {
}
FString ABuildingActor::GetCustomState() const {
return TEXT("");
}
int32 ABuildingActor::GetCurrentBuildingLevel() const {
return 0;
}
FVector ABuildingActor::GetCentroid() const {
return FVector{};
}
void ABuildingActor::GameplayCue_InstantDeath(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
}
void ABuildingActor::GameplayCue_Healing(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
}
void ABuildingActor::GameplayCue_Damage(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
}
void ABuildingActor::ForceBuildingHealth(float NewHealth) {
}
void ABuildingActor::ClearPlayedDying() {
}
bool ABuildingActor::BlueprintGetInteractionTime_Implementation(const AFortPawn* InteractingPawn, float& OutInteractionTime, const EInteractionBeingAttempted InteractionBeingAttempted) const {
return false;
}
void ABuildingActor::BlueprintDie(FGameplayTag DeathReason, AController* Killer, AActor* DamageCauser) {
}
void ABuildingActor::AddEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& NewTags) {
}
void ABuildingActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingActor, InitialOverlappingVehicles);
DOREPLIFETIME(ABuildingActor, CurrentBuildingLevel);
DOREPLIFETIME(ABuildingActor, ReplicatedBuildingAttributeSet);
DOREPLIFETIME(ABuildingActor, OwnerPersistentID);
DOREPLIFETIME(ABuildingActor, ReplicatedAbilitySystemComponent);
DOREPLIFETIME(ABuildingActor, HealthBarIndicatorDifficultyRating);
DOREPLIFETIME(ABuildingActor, ForceMetadataRelevant);
DOREPLIFETIME(ABuildingActor, bIsInvulnerable);
DOREPLIFETIME(ABuildingActor, bDestroyed);
DOREPLIFETIME(ABuildingActor, bPlayerPlaced);
DOREPLIFETIME(ABuildingActor, bInstantDeath);
DOREPLIFETIME(ABuildingActor, bDoNotBlockBuildings);
DOREPLIFETIME(ABuildingActor, bForceBlockBuildings);
DOREPLIFETIME(ABuildingActor, bDestroyOnPlayerBuildingPlacement);
DOREPLIFETIME(ABuildingActor, bUseCentroidForBlockBuildingsCheck);
DOREPLIFETIME(ABuildingActor, bCollisionBlockedByPawns);
DOREPLIFETIME(ABuildingActor, TeamIndex);
DOREPLIFETIME(ABuildingActor, AssociatedMissionParam);
DOREPLIFETIME(ABuildingActor, OriginatingPlacementActor);
DOREPLIFETIME(ABuildingActor, CustomState);
DOREPLIFETIME(ABuildingActor, BaselineScale);
}
ABuildingActor::ABuildingActor() {
SavedHealthPct = 1;
CurrentBuildingLevel = 0;
MaximumBuildingLevel = 0;
BuildingAttributeSetClass = UFortBuildingActorSet::StaticClass();
BuildingAttributeSet = NULL;
ReplicatedBuildingAttributeSet = NULL;
MaxHealthInitializationValue = 1;
AttributeInitLevelSource = EAttributeInitLevelSource::WorldDifficulty;
AbilitySystemComponentCreationPolicy = EAbilitySystemComponentCreationPolicy::Never;
PrimarySurfaceType = SurfaceType_Default;
WeaponResponseType = EFortBaseWeaponDamage::Combat;
OwnerPersistentID = 0;
LifespanAfterDeath = 1;
bUseMinLifeSpan = false;
AbilitySystemComponent = NULL;
ReplicatedAbilitySystemComponent = NULL;
HealthBarIndicatorWidth = 1;
HealthBarIndicatorVerticalOffset = 1;
HealthBarIndicator = NULL;
HealthBarIndicatorDifficultyRating = 0;
ForceMetadataRelevant = 0;
LastMetadataRelevant = 0;
DynamicBuildingPlacementType = EDynamicBuildingPlacementType::DestroyIfColliding;
NavigationObstacleOverride = ENavigationObstacleOverride::UseMeshSettings;
bIsInvulnerable = false;
bPreviewBuildingActor = false;
bPlayedDying = false;
bHasRegisteredActorStateAtLeastOnce = false;
bDirtyForLevelRecordSave = false;
bSavedMetaPropertiesProcessed = false;
bUpgradeUsesSameClass = false;
bDisplayLevelInInfoWidget = false;
bAllowUpgradeRegardlessOfPlayerBuildLevel = false;
bDisplayDamageNumbersInAthena = false;
bUseFortHealthBarIndicator = false;
bSurpressHealthBar = false;
bCreateVerboseHealthLogs = false;
bIsIndestructibleForTargetSelection = false;
bDestroyed = false;
bPersistToWorld = false;
bRefreshFullSaveDataBeforeZoneSave = false;
bBeingDragged = false;
bRotateInPlaceGame = false;
bBeingOneHitDisassembled = false;
bBoundsAreInvalidForMelee = false;
bIsNavigationModifier = false;
bBlockNavigationLinks = true;
bCanExportNavigationCollisions = false;
bCanExportNavigationObstacle = true;
bMirrorNavLinksX = false;
bMirrorNavLinksY = false;
bIgnoreMoveGoalCollisionRadius = false;
bForceDisableRootNavigationRelevance = false;
bForceAutomationPass = false;
bForceAutomationPass_NavmeshOnTop = false;
bForceAutomationPass_SmashableFlat = false;
bCanBeSavedInCreativeVolume = true;
bIsNavigationRelevant = false;
bIsNavigationIndestructible = false;
bBlockNavLinksInCell = false;
bUseHotSpotAsMoveGoalReplacement = false;
bHasCustomAttackLocation = false;
bWorldReadyCalled = false;
bBeingRotatedOrScaled = false;
bBeingTranslated = false;
bRotateInPlaceEditor = true;
bEditorPlaced = true;
bPlayerPlaced = false;
bShouldTick = false;
bUsesDayPhaseChange = false;
bIsDynamic = false;
bIsDynamicOnDedicatedServer = false;
bIsDedicatedServer = false;
bUseTickManager = true;
bIsMovable = false;
bRegisteredForDayPhaseChange = false;
bForceDamagePing = false;
bDestroyFoliageWhenPlaced = false;
bObstructTrapTargeting = true;
bInstantDeath = false;
bDoNotBlockBuildings = true;
bForceBlockBuildings = false;
bDestroyOnPlayerBuildingPlacement = false;
bUseCentroidForBlockBuildingsCheck = true;
bPredictedBuildingActor = false;
bIgnoreCollisionWithCriticalActors = false;
bIsPlayerBuildable = false;
bFireBuiltAndDestroyedEvents = true;
bStructurallySupportOverlappingActors = false;
bAllowInteract = false;
bShowFirstInteractPrompt = true;
bShowSecondInteractPrompt = false;
bAllowHostileBlueprintInteraction = false;
bEndAbilitiesOnDeath = true;
bAlwaysUseNetCullDistanceSquaredForRelevancy = false;
bHighlightDirty = false;
bCollisionBlockedByPawns = false;
bAllowTeamDamage = true;
bIgnoreAffiliationInteractHighlight = false;
bSuppressInteractionWidget = false;
BuildingType = EFortBuildingType::None;
Team = EFortTeam::Spectator;
TeamIndex = 0;
InteractionText = FText::FromString(TEXT("Press E to Edit"));
AssociatedMissionParam = NULL;
OriginatingPlacementActor = NULL;
BRMinDrawDistance = 1;
BRMaxDrawDistance = 1;
StWMinDrawDistance = 1;
StWMaxDrawDistance = 1;
DataVersion = 0;
LastTakeHitTimeTimeout = 1;
PlayHitSound = NULL;
CullDistance = 1;
SnapGridSize = 1;
VertSnapGridSize = 1;
HotSpotConfig = NULL;
BaselineScale = 1;
AccumulatedDeltaSinceLastVisualsTick = 1;
ProjectileMovementComponent = NULL;
bCanBeMarked = false;
bBlockMarking = true;
}