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46 lines
1.6 KiB
C++
46 lines
1.6 KiB
C++
#include "BuildingLayoutRequirement.h"
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#include "Net/UnrealNetwork.h"
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bool ABuildingLayoutRequirement::SupportsEditingOfOccupant() const {
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return false;
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}
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void ABuildingLayoutRequirement::SetRequirementVisible(bool bVisible) {
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}
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void ABuildingLayoutRequirement::SetRequiredResourceType(EFortResourceType DesiredResourceType) {
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}
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void ABuildingLayoutRequirement::OnRequirementSatisfyingActorDied(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 ABuildingLayoutRequirement::OnRep_RequirementStatus() {
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}
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void ABuildingLayoutRequirement::DeactivateRequirement() {
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}
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void ABuildingLayoutRequirement::ActivateRequirement(bool bMakeVisible) {
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}
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void ABuildingLayoutRequirement::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingLayoutRequirement, bRequirementSatisfied);
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DOREPLIFETIME(ABuildingLayoutRequirement, RequirementStatus);
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}
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ABuildingLayoutRequirement::ABuildingLayoutRequirement() {
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LayoutRequirementSMActorClass = NULL;
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bIgnoreResourceTypeRequirements = false;
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bMakeSatisfyingActorIndestructibleWhileRequirementExists = false;
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bNeedToInitializeRequirementStatus = false;
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bRequirementSatisfied = false;
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RequirementStatus = ELayoutRequirementStatus::Inactive_Invisible;
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OverrideResourceType = EFortResourceType::None;
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bAllowAnyPattern = false;
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bAllowOccupantPatternEditing = false;
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LayoutDisplayMID = NULL;
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}
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