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