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

82 lines
2.2 KiB
C++

#include "CaptureComponent.h"
#include "Net/UnrealNetwork.h"
void UCaptureComponent::UpdateSmoothProgressStateByCaptureState() {
}
void UCaptureComponent::UpdateProgressReverseSpeed(int32 NumOfPlayers, int32 NumOfEmotingPlayers) {
}
void UCaptureComponent::UpdateCaptureSpeed(int32 NumOfPlayers, int32 NumOfEmotingPlayers) {
}
void UCaptureComponent::SetProgressDecaySpeed(float NewProgressDecaySpeed) {
}
void UCaptureComponent::SetNeutralizingTime(int32 NewNeutralizingSpeed) {
}
void UCaptureComponent::SetCaptureTime(float NewCaptureTime) {
}
void UCaptureComponent::SetCaptureState(ECaptureState NewCaptureState, uint8 TriggerTeamIndex) {
}
void UCaptureComponent::SetCaptureSpeedBoostEmoting(float NewCaptureSpeedBoostEmoting) {
}
void UCaptureComponent::SetCaptureSpeedBoost(float NewCaptureSpeedBoost) {
}
void UCaptureComponent::OnRep_SmoothProgressState() {
}
void UCaptureComponent::OnRep_CaptureState(ECaptureState OldCaptureState) {
}
void UCaptureComponent::OnRep_CaptureProgress() {
}
uint8 UCaptureComponent::GetCaptureStateOwner() const {
return 0;
}
ECaptureState UCaptureComponent::GetCaptureState() const {
return ECaptureState::Neutral;
}
void UCaptureComponent::ForceCaptureProgress(float NewCaptureProgress) {
}
void UCaptureComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UCaptureComponent, StateOwner);
DOREPLIFETIME(UCaptureComponent, CaptureState);
DOREPLIFETIME(UCaptureComponent, CaptureProgress);
DOREPLIFETIME(UCaptureComponent, SmoothProgressState);
}
UCaptureComponent::UCaptureComponent() {
OldSmoothedProgress = 1;
SmoothedProgress = 1;
SmoothProgressTimer = 1;
ProgressDecaySpeed = 1;
ProgressReverseSpeed = 1;
CurrentCaptureSpeed = 0;
CaptureSpeedBoost = 1;
CaptureSpeedBoostEmoting = 1;
NeutralizingTime = 0;
DeneutralizingSpeed = 0;
CaptureTime = 1;
CaptureTimeCurrent = 1;
PreviousCaptureState = ECaptureState::Neutral;
CapturingStateOwner = 0;
NeutralizingStateOwner = 0;
StateOwner = 0;
CaptureState = ECaptureState::Neutral;
CaptureProgress = 1;
SmoothProgressState = ESmoothProgressState::Enabled;
}