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