mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
60 lines
1.6 KiB
C++
60 lines
1.6 KiB
C++
#include "BuildingProp_LockDevice.h"
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#include "Net/UnrealNetwork.h"
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void ABuildingProp_LockDevice::UnlockObject(AController* ControllerInstigator) {
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}
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void ABuildingProp_LockDevice::ToggleOpenState(AController* ControllerInstigator) {
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}
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void ABuildingProp_LockDevice::ToggleLockedState(AController* ControllerInstigator) {
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}
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void ABuildingProp_LockDevice::SetHighLightToLockableActor(ABuildingActor* BuildingActor, bool bEnable) {
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}
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void ABuildingProp_LockDevice::Open(AController* ControllerInstigator) {
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}
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void ABuildingProp_LockDevice::OnRep_LockableObject() {
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}
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void ABuildingProp_LockDevice::OnRep_CurrentLockState() {
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}
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void ABuildingProp_LockDevice::LockObject(AController* ControllerInstigator) {
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}
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void ABuildingProp_LockDevice::HandleMinigameStateChanged(AFortMinigame* Minigame, EFortMinigameState NewMinigameState) {
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}
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void ABuildingProp_LockDevice::HandleMinigameStarted() {
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}
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void ABuildingProp_LockDevice::HandleMinigameEnded() {
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}
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void ABuildingProp_LockDevice::HandleLockableObjectDestruction(AActor* ActorDestroyed) {
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}
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AActor* ABuildingProp_LockDevice::FindLockableActor() {
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return NULL;
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}
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void ABuildingProp_LockDevice::Close(AController* ControllerInstigator) {
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}
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void ABuildingProp_LockDevice::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingProp_LockDevice, LockableObject);
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DOREPLIFETIME(ABuildingProp_LockDevice, CurrentLockState);
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}
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ABuildingProp_LockDevice::ABuildingProp_LockDevice() {
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SearchAreaSize = 1;
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LockableObject = NULL;
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CurrentLockState = ELockState::INVALID;
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}
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