mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
79 lines
1.9 KiB
C++
79 lines
1.9 KiB
C++
#include "BuildingRift.h"
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#include "FortSpectateClickableMapIcon.h"
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#include "Net/UnrealNetwork.h"
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void ABuildingRift::StartEnvironmentQuery() {
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}
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void ABuildingRift::SetNewEQSData(UEnvQuery* NewEnvironmentQuery, TArray<FEnvNamedValue> NewQueryParams) {
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}
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void ABuildingRift::OnRep_RiftIsVisible() {
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}
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void ABuildingRift::OnRep_RiftIsActive() {
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}
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void ABuildingRift::OnRep_CosmeticState() {
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}
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void ABuildingRift::OnGameDifficultyChanged() {
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}
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void ABuildingRift::BroadcastRiftSpawningAI_Implementation() {
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}
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void ABuildingRift::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingRift, bRiftIsVisible);
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DOREPLIFETIME(ABuildingRift, bRiftIsActive);
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DOREPLIFETIME(ABuildingRift, CosmeticState);
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}
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ABuildingRift::ABuildingRift() {
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DamageSet = NULL;
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DistToTarget = 1;
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bSendMissionEvents = false;
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bDelayDeath = false;
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SlotSelectionMode = EFortRiftSpawnSlotSelectionMode::Random;
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MinSpawnDelay = 1;
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MaxSpawnDelay = 1;
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CosmeticStateIdleDelay = 1;
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IntroToBeginSpawningDelay = 1;
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EnvironmentQuery = NULL;
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QueryRadius = 1;
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QueryMinDistance = 1;
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bOverrideQueryMinDistance = false;
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bRegisterAsASpecialActor = false;
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bShouldDrawCompassIcon = false;
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bSpawnUsingRiftRotation = false;
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bRiftIsVisible = false;
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bRiftIsActive = false;
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bIsReadyToSpawnAI = false;
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bHasBeenInitialized = false;
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bHasBadRiftSlots = false;
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bRecalculateSpawnPointsPeriodically = false;
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SpawnPointEvaluationInterval = 1;
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bCreateOverlapSphere = false;
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OverlapSphereComponent = NULL;
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LootDropConeHalfAngle = 1;
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LootDropSpeed = 1;
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CosmeticState = ERiftCosmeticState::None;
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SpectatorMapIcon = CreateDefaultSubobject<UFortSpectateClickableMapIcon>(TEXT("FortSpectateClickableMapIcon"));
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}
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