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https://github.com/FortniteModdingHub/FNGameProj.git
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83 lines
2.9 KiB
C++
83 lines
2.9 KiB
C++
#include "DeployableBasePlot.h"
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#include "Components/BoxComponent.h"
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#include "Components/SceneComponent.h"
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#include "Net/UnrealNetwork.h"
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void ADeployableBasePlot::SetContextComponent(UPrimitiveComponent* ContextComponent) {
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}
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void ADeployableBasePlot::OnRep_OccupantNetID() {
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}
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void ADeployableBasePlot::OnRep_CurrentBuildingState() {
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}
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void ADeployableBasePlot::OnRep_BuildableSpaceExpansionVector() {
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}
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void ADeployableBasePlot::OnCurrentBuildingStateSet_Implementation(EDeployableBaseBuildingState InCurrentBuildingState) {
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}
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void ADeployableBasePlot::OnBuildingStateTransition_Implementation(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState) {
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}
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bool ADeployableBasePlot::IsOccupied() const {
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return false;
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}
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bool ADeployableBasePlot::IsOccupant(const FUniqueNetIdRepl& UserId) const {
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return false;
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}
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bool ADeployableBasePlot::IsBuildingActorWithinBuildableSpace(const ABuildingActor* ActorToCheck, const FVector& GridLocation) const {
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return false;
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}
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void ADeployableBasePlot::HandleBuildingStateTransition_Implementation(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState) {
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}
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AFortPlayerStart* ADeployableBasePlot::GetPlayerStart() {
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return NULL;
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}
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FUniqueNetIdRepl ADeployableBasePlot::GetOccupantNetID() const {
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return FUniqueNetIdRepl{};
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}
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int32 ADeployableBasePlot::GetNumOfItemsInPlot() const {
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return 0;
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}
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void ADeployableBasePlot::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ADeployableBasePlot, OccupantNetID);
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DOREPLIFETIME(ADeployableBasePlot, CurrentBuildingState);
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DOREPLIFETIME(ADeployableBasePlot, PlotInventory);
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DOREPLIFETIME(ADeployableBasePlot, BuildableSpaceExpansionVector);
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DOREPLIFETIME(ADeployableBasePlot, BuildableAreasStructuralSupportBoxesArray);
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}
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ADeployableBasePlot::ADeployableBasePlot() {
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OccupantDeployableBaseRecord = NULL;
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SavableSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("SavableSpaceComponent"));
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EntirePlotSpaceComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("EntirePlotSpaceComponent"));
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SpawnOffsetComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComponent"));
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DeployableBaseCore = NULL;
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bDirty = false;
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bDirtiedSinceLastWriteToBuffer = false;
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bCloudFileSavedSinceLastCloudItemUpdate = false;
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CurrentBuildingState = EDeployableBaseBuildingState::Empty;
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GoalBuildingState = EDeployableBaseBuildingState::Empty;
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PlotInventory = NULL;
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DeferredActorIdxToResumeAt = 0;
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NumActorsFromRecordDestroyed = 0;
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MaxActorsToCreatePerBuildingCall = 0;
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MaxActorsToDestroyPerDestroyCall = 0;
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DelayBetweenActorRecordBuilding = 1;
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DelayBetweenActorRecordDestroying = 1;
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PlayerStart = NULL;
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ConstructionTimeEffect = NULL;
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}
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