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35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
#include "BuildingGameplayActorCloneMachine.h"
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#include "Net/UnrealNetwork.h"
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void ABuildingGameplayActorCloneMachine::OnRep_RespawnServerEndTime() {
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}
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void ABuildingGameplayActorCloneMachine::OnRep_ActivationServerEndTime() {
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}
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void ABuildingGameplayActorCloneMachine::OnCloneMachineSpawnsPlayer_Implementation(AFortPlayerPawn* PlayerPawn) {
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}
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void ABuildingGameplayActorCloneMachine::OnCloneMachineRespawningBegins_Implementation() {
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}
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void ABuildingGameplayActorCloneMachine::OnCloneMachineActivationBegins_Implementation() {
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}
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void ABuildingGameplayActorCloneMachine::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingGameplayActorCloneMachine, ActivationServerEndTime);
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DOREPLIFETIME(ABuildingGameplayActorCloneMachine, RespawnServerEndTime);
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}
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ABuildingGameplayActorCloneMachine::ABuildingGameplayActorCloneMachine() {
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CloneLocation = NULL;
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bRespawnCompleteAndSelfDestructing = false;
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OnDamagedNotifyPlayerSound = NULL;
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OnDestroyedNotifyPlayerSound = NULL;
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ActivationServerEndTime = 1;
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RespawnServerEndTime = 1;
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}
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