mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
110 lines
3.6 KiB
C++
110 lines
3.6 KiB
C++
#include "BuildingItemCollectorActor.h"
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#include "Net/UnrealNetwork.h"
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void ABuildingItemCollectorActor::SetLootSpawnWorldTransformOverride(const FTransform& Transform) {
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}
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void ABuildingItemCollectorActor::SetItemCollectorState(EFortItemCollectorState InItemCollectorState) {
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}
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void ABuildingItemCollectorActor::ServerSpawnItem_Implementation(const FFortItemEntry OutputItem) {
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}
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bool ABuildingItemCollectorActor::ServerSpawnItem_Validate(const FFortItemEntry OutputItem) {
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return true;
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}
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void ABuildingItemCollectorActor::RefreshCollectorsActiveItem() {
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}
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void ABuildingItemCollectorActor::OnRep_TrackedInteractionData() {
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}
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void ABuildingItemCollectorActor::OnRep_ItemCollectorState() {
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}
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void ABuildingItemCollectorActor::OnRep_ControllingPlayer() {
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}
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void ABuildingItemCollectorActor::OnRep_ActiveInputItem() {
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}
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bool ABuildingItemCollectorActor::HasEnoughDepositItems(AFortPlayerController* FortPC, UFortWorldItemDefinition* InputItem, bool bAllOrNothing, const EInteractionBeingAttempted InInteractionBeingAttempted) {
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return false;
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}
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int32 ABuildingItemCollectorActor::GetTeamReachedGoalCount(uint8 InTeam) {
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return 0;
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}
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bool ABuildingItemCollectorActor::GetOverrideRarity_Implementation(EFortRarity& Rarity) const {
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return false;
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}
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int32 ABuildingItemCollectorActor::GetNumberOfCaptures(AFortPlayerController* InFortPC, UFortWorldItemDefinition* InInputItem) {
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return 0;
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}
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int32 ABuildingItemCollectorActor::GetDepositGoal(AFortPlayerController* InFortPC, UFortWorldItemDefinition* InInputItem) {
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return 0;
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}
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int32 ABuildingItemCollectorActor::GetDepositAmount(AFortPlayerController* InFortPC, UFortWorldItemDefinition* InInputItem) {
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return 0;
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}
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UFortWorldItemDefinition* ABuildingItemCollectorActor::GetCurrentActiveItem() const {
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return NULL;
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}
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void ABuildingItemCollectorActor::ClearLootSpawnWorldTransformOverride() {
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}
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void ABuildingItemCollectorActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingItemCollectorActor, ItemCollectorState);
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DOREPLIFETIME(ABuildingItemCollectorActor, TrackingType);
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DOREPLIFETIME(ABuildingItemCollectorActor, ControllingPlayer);
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DOREPLIFETIME(ABuildingItemCollectorActor, bUseInstanceLootValueOverrides);
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DOREPLIFETIME(ABuildingItemCollectorActor, OverrideOutputItems);
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DOREPLIFETIME(ABuildingItemCollectorActor, ItemCollections);
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DOREPLIFETIME(ABuildingItemCollectorActor, ActiveInputItem);
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DOREPLIFETIME(ABuildingItemCollectorActor, StartingGoalLevel);
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DOREPLIFETIME(ABuildingItemCollectorActor, TrackedInteractionData);
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}
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ABuildingItemCollectorActor::ABuildingItemCollectorActor() {
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ItemCollectorBehavior = EFortItemCollectorBehavior::FirstToGoal;
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bRequireAllForInteraction = false;
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bRequireAllForTurnIn = false;
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bHasToHaveSomething = true;
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bIncrementCaptureCountWhenGoalIsReached = true;
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bCurrentInteractionSuccess = false;
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ItemCollectorState = EFortItemCollectorState::CanInteract;
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TrackingType = EFortItemCollectorTrackingType::Player;
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ControllingPlayer = NULL;
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bCallOnLocalInteract = false;
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bUseInstanceLootValueOverrides = false;
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OverrideGoal = 0;
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NumInteractionsAllowed = 0;
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NumInteractions = 0;
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ActiveInputItem = NULL;
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ClientPausedActiveInputItem = NULL;
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ItemRotationTime = 1;
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ItemRotationTimeVariation = 1;
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DespensingDelayTime = 1;
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LootTossConeHalfAngle = 1;
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LootTossSpeed = 1;
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bTossOnGround = false;
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bSpawnAmmoOnlyWhenCarryingWeapon = false;
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StartingGoalLevel = 0;
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StartingGoalLevelOverride = 0;
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InactiveItemTexture = NULL;
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bPickupOwnedByLooter = false;
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}
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