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

33 lines
1.3 KiB
C++

#include "BuildingItemWeaponUpgradeActor.h"
#include "Net/UnrealNetwork.h"
void ABuildingItemWeaponUpgradeActor::OnRep_AllowSecondInteraction() {
}
void ABuildingItemWeaponUpgradeActor::FloorDestroyed(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
}
void ABuildingItemWeaponUpgradeActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingItemWeaponUpgradeActor, bAllowSecondInteraction);
}
ABuildingItemWeaponUpgradeActor::ABuildingItemWeaponUpgradeActor() {
bAllowSecondInteraction = true;
WoodItem = NULL;
MetalItem = NULL;
BrickItem = NULL;
UpgradeInteractionResult = EFortWeaponUpgradeInteractionResult::Upgradable;
HorizontalUpgradeInteractionResult = EFortWeaponUpgradeInteractionResult::Upgradable;
RequiredResources = NULL;
RequiredHorizontalResources = NULL;
CurrentWeaponDefinition = NULL;
UpgradedWeaponRarity = EFortRarity::Common;
BuildingAttachmentType = EBuildingAttachmentType::ATTACH_None;
bBlocksAttachmentPlacement = true;
BuildingActorAttachedTo = NULL;
}