mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
#include "CaptureComponent.h"
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#include "Net/UnrealNetwork.h"
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void UCaptureComponent::UpdateSmoothProgressStateByCaptureState() {
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}
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void UCaptureComponent::UpdateProgressReverseSpeed(int32 NumOfPlayers, int32 NumOfEmotingPlayers) {
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}
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void UCaptureComponent::UpdateCaptureSpeed(int32 NumOfPlayers, int32 NumOfEmotingPlayers) {
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}
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void UCaptureComponent::SetProgressDecaySpeed(float NewProgressDecaySpeed) {
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}
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void UCaptureComponent::SetNeutralizingTime(int32 NewNeutralizingSpeed) {
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}
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void UCaptureComponent::SetCaptureTime(float NewCaptureTime) {
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}
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void UCaptureComponent::SetCaptureState(ECaptureState NewCaptureState, uint8 TriggerTeamIndex) {
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}
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void UCaptureComponent::SetCaptureSpeedBoostEmoting(float NewCaptureSpeedBoostEmoting) {
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}
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void UCaptureComponent::SetCaptureSpeedBoost(float NewCaptureSpeedBoost) {
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}
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void UCaptureComponent::OnRep_SmoothProgressState() {
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}
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void UCaptureComponent::OnRep_CaptureState(ECaptureState OldCaptureState) {
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}
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void UCaptureComponent::OnRep_CaptureProgress() {
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}
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uint8 UCaptureComponent::GetCaptureStateOwner() const {
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return 0;
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}
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ECaptureState UCaptureComponent::GetCaptureState() const {
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return ECaptureState::Neutral;
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}
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void UCaptureComponent::ForceCaptureProgress(float NewCaptureProgress) {
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}
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void UCaptureComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UCaptureComponent, StateOwner);
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DOREPLIFETIME(UCaptureComponent, CaptureState);
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DOREPLIFETIME(UCaptureComponent, CaptureProgress);
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DOREPLIFETIME(UCaptureComponent, SmoothProgressState);
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}
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UCaptureComponent::UCaptureComponent() {
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OldSmoothedProgress = 1;
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SmoothedProgress = 1;
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SmoothProgressTimer = 1;
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ProgressDecaySpeed = 1;
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ProgressReverseSpeed = 1;
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CurrentCaptureSpeed = 0;
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CaptureSpeedBoost = 1;
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CaptureSpeedBoostEmoting = 1;
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NeutralizingTime = 0;
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DeneutralizingSpeed = 0;
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CaptureTime = 1;
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CaptureTimeCurrent = 1;
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PreviousCaptureState = ECaptureState::Neutral;
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CapturingStateOwner = 0;
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NeutralizingStateOwner = 0;
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StateOwner = 0;
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CaptureState = ECaptureState::Neutral;
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CaptureProgress = 1;
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SmoothProgressState = ESmoothProgressState::Enabled;
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}
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