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

110 lines
3.6 KiB
C++

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