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

100 lines
2.7 KiB
C++

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