mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
100 lines
2.7 KiB
C++
100 lines
2.7 KiB
C++
#include "BuildingContainer.h"
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#include "Net/UnrealNetwork.h"
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void ABuildingContainer::StopAudiovisualIndicator() {
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}
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void ABuildingContainer::StartAudiovisualIndicator(UAudioComponent* ForComponent, EFortSoundIndicatorTypes Type, float Interval) {
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}
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void ABuildingContainer::SetSearchLootTierGroup(FName InSearchLootTierGroup) {
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}
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void ABuildingContainer::RaiseTreasure() {
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}
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void ABuildingContainer::OnRep_LootTier() {
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}
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void ABuildingContainer::OnRep_ChosenRandomUpgrade() {
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}
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void ABuildingContainer::OnRep_bAlreadySearched() {
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}
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int32 ABuildingContainer::GetLootTier() {
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return 0;
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}
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bool ABuildingContainer::BP_SpawnLoot(AFortPlayerPawn* PlayerPawn) {
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return false;
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}
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void ABuildingContainer::BounceContainer() {
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}
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void ABuildingContainer::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingContainer, SearchedMesh);
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DOREPLIFETIME(ABuildingContainer, ReplicatedLootTier);
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DOREPLIFETIME(ABuildingContainer, ChosenRandomUpgrade);
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DOREPLIFETIME(ABuildingContainer, bAlreadySearched);
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DOREPLIFETIME(ABuildingContainer, bBuriedTreasure);
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DOREPLIFETIME(ABuildingContainer, bHasRaisedTreasure);
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DOREPLIFETIME(ABuildingContainer, bRegenerateLoot);
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DOREPLIFETIME(ABuildingContainer, SearchBounceData);
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DOREPLIFETIME(ABuildingContainer, TimeUntilLootRegenerates);
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}
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ABuildingContainer::ABuildingContainer() {
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SearchingSoundCueLoop = NULL;
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LootRepeatSoundCue = NULL;
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OnDamageSoundCue = NULL;
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OnDeathSoundCue = NULL;
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SearchedMesh = NULL;
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ReplicatedLootTier = 0;
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ChosenRandomUpgrade = 0;
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bSpawnedActor = false;
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SearchBounceRadiusOverride = 1;
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LootTestingData = NULL;
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LootNoiseRange = 1;
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InstancedLoot_TossSpeed = 1;
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InstancedLoot_TossConeHalfAngle = 1;
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LootTossSpeed_Athena = 1;
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LootTossConeHalfAngle_Athena = 1;
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HighestRarity = EFortRarity::Common;
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bUseLootProperties_Athena = true;
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bAlwaysShowContainer = false;
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bAlwaysMaintainLoot = false;
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bDestroyContainerOnSearch = false;
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bForceHidePickupMinimapIndicator = false;
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bForceSpawnLootOnDestruction = false;
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bForceTossLootOnSpawn = false;
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bAlreadySearched = false;
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bDoNotDropLootOnDestruction = false;
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bBuriedTreasure = false;
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bHasRaisedTreasure = false;
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bStartAlreadySearched_Athena = false;
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bRegenerateLoot = false;
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bUseLocationForDrop = false;
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LootedWeaponsDurabilityModifier = 1;
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SearchText = FText::FromString(TEXT("Search"));
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AudioIndicator_Component = NULL;
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CurrentInteractBounceCurve = NULL;
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CurrentInteractBounceNormalCurve = NULL;
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SavedReservedRandomValueResult = 1;
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TimeUntilLootRegenerates = 1;
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}
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