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

56 lines
1.7 KiB
C++

#include "BuildingGameplayActorSpawnMachine.h"
#include "Net/UnrealNetwork.h"
void ABuildingGameplayActorSpawnMachine::SetSpawnMachineState(ESpawnMachineState NewState) {
}
bool ABuildingGameplayActorSpawnMachine::RebootPlayersInAir() const {
return false;
}
void ABuildingGameplayActorSpawnMachine::OnSpawnMachineStateChanged_Implementation() {
}
void ABuildingGameplayActorSpawnMachine::OnResurrectionStarted_Implementation() {
}
void ABuildingGameplayActorSpawnMachine::OnResurrectionCompleted_Implementation() {
}
void ABuildingGameplayActorSpawnMachine::OnRep_SpawnMachineState() {
}
void ABuildingGameplayActorSpawnMachine::OnPlayerPawnResurrected_Implementation(AFortPlayerPawn* PlayerPawn) {
}
void ABuildingGameplayActorSpawnMachine::OnInterruptLongUse_Implementation(AFortPlayerControllerAthena* AthenaPC) {
}
void ABuildingGameplayActorSpawnMachine::OnBeginLongUse_Implementation(AFortPlayerControllerAthena* AthenaPC) {
}
ESpawnMachineState ABuildingGameplayActorSpawnMachine::GetSpawnMachineState() const {
return ESpawnMachineState::Default;
}
float ABuildingGameplayActorSpawnMachine::GetCooldownLength() const {
return 0.0f;
}
void ABuildingGameplayActorSpawnMachine::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingGameplayActorSpawnMachine, SpawnMachineState);
}
ABuildingGameplayActorSpawnMachine::ABuildingGameplayActorSpawnMachine() {
ResurrectLocation = NULL;
SquadId = 0;
ActiveTeam = 0;
SpawnMachineState = ESpawnMachineState::Default;
InteractSoundCueLoop = NULL;
SpawnMachineSubTextState = ESpawnMachineSubTextState::NoCards;
HandleIntoGameState = 0;
}