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

60 lines
1.6 KiB
C++

#include "BuildingProp_LockDevice.h"
#include "Net/UnrealNetwork.h"
void ABuildingProp_LockDevice::UnlockObject(AController* ControllerInstigator) {
}
void ABuildingProp_LockDevice::ToggleOpenState(AController* ControllerInstigator) {
}
void ABuildingProp_LockDevice::ToggleLockedState(AController* ControllerInstigator) {
}
void ABuildingProp_LockDevice::SetHighLightToLockableActor(ABuildingActor* BuildingActor, bool bEnable) {
}
void ABuildingProp_LockDevice::Open(AController* ControllerInstigator) {
}
void ABuildingProp_LockDevice::OnRep_LockableObject() {
}
void ABuildingProp_LockDevice::OnRep_CurrentLockState() {
}
void ABuildingProp_LockDevice::LockObject(AController* ControllerInstigator) {
}
void ABuildingProp_LockDevice::HandleMinigameStateChanged(AFortMinigame* Minigame, EFortMinigameState NewMinigameState) {
}
void ABuildingProp_LockDevice::HandleMinigameStarted() {
}
void ABuildingProp_LockDevice::HandleMinigameEnded() {
}
void ABuildingProp_LockDevice::HandleLockableObjectDestruction(AActor* ActorDestroyed) {
}
AActor* ABuildingProp_LockDevice::FindLockableActor() {
return NULL;
}
void ABuildingProp_LockDevice::Close(AController* ControllerInstigator) {
}
void ABuildingProp_LockDevice::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingProp_LockDevice, LockableObject);
DOREPLIFETIME(ABuildingProp_LockDevice, CurrentLockState);
}
ABuildingProp_LockDevice::ABuildingProp_LockDevice() {
SearchAreaSize = 1;
LockableObject = NULL;
CurrentLockState = ELockState::INVALID;
}