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

79 lines
1.9 KiB
C++

#include "BuildingRift.h"
#include "FortSpectateClickableMapIcon.h"
#include "Net/UnrealNetwork.h"
void ABuildingRift::StartEnvironmentQuery() {
}
void ABuildingRift::SetNewEQSData(UEnvQuery* NewEnvironmentQuery, TArray<FEnvNamedValue> NewQueryParams) {
}
void ABuildingRift::OnRep_RiftIsVisible() {
}
void ABuildingRift::OnRep_RiftIsActive() {
}
void ABuildingRift::OnRep_CosmeticState() {
}
void ABuildingRift::OnGameDifficultyChanged() {
}
void ABuildingRift::BroadcastRiftSpawningAI_Implementation() {
}
void ABuildingRift::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingRift, bRiftIsVisible);
DOREPLIFETIME(ABuildingRift, bRiftIsActive);
DOREPLIFETIME(ABuildingRift, CosmeticState);
}
ABuildingRift::ABuildingRift() {
DamageSet = NULL;
DistToTarget = 1;
bSendMissionEvents = false;
bDelayDeath = false;
SlotSelectionMode = EFortRiftSpawnSlotSelectionMode::Random;
MinSpawnDelay = 1;
MaxSpawnDelay = 1;
CosmeticStateIdleDelay = 1;
IntroToBeginSpawningDelay = 1;
EnvironmentQuery = NULL;
QueryRadius = 1;
QueryMinDistance = 1;
bOverrideQueryMinDistance = false;
bRegisterAsASpecialActor = false;
bShouldDrawCompassIcon = false;
bSpawnUsingRiftRotation = false;
bRiftIsVisible = false;
bRiftIsActive = false;
bIsReadyToSpawnAI = false;
bHasBeenInitialized = false;
bHasBadRiftSlots = false;
bRecalculateSpawnPointsPeriodically = false;
SpawnPointEvaluationInterval = 1;
bCreateOverlapSphere = false;
OverlapSphereComponent = NULL;
LootDropConeHalfAngle = 1;
LootDropSpeed = 1;
CosmeticState = ERiftCosmeticState::None;
SpectatorMapIcon = CreateDefaultSubobject<UFortSpectateClickableMapIcon>(TEXT("FortSpectateClickableMapIcon"));
}