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

41 lines
1.1 KiB
C++

#include "FortControllerComponent_Ghost.h"
void UFortControllerComponent_Ghost::StartGhostMode() {
}
void UFortControllerComponent_Ghost::SetBecomeGhostOnDBNO(bool bEnable) {
}
void UFortControllerComponent_Ghost::ReviveAndBecomeGhosted() {
}
void UFortControllerComponent_Ghost::OnPlayerPossession(APawn* PossessPawn) {
}
void UFortControllerComponent_Ghost::OnPawnDBNOStateChange(AFortPawn* Pawn, bool bNewDBNOState) {
}
void UFortControllerComponent_Ghost::OnGhostModeChanged(AFortPlayerControllerGameplay* PlayerController, bool bEnteredGhostMode) {
}
bool UFortControllerComponent_Ghost::IsInGhostMode() const {
return false;
}
//void UFortControllerComponent_Ghost::HandleAbilityEnded(const FAbilityEndedData& AbilityData) {
//}
void UFortControllerComponent_Ghost::EndGhostMode() {
}
UFortControllerComponent_Ghost::UFortControllerComponent_Ghost() {
ItemProvidingGhostMode = NULL;
bBecomeInvulnerableWhenGhosted = false;
bBecomeAIIgnoredWhenGhosted = false;
bSetHealthAndShieldsToZeroWhenGhosted = false;
bBecomeGhostOnDBNO = false;
bOverrideInteractionComponent = false;
DBNOToGhostReviveGameplayEffect = NULL;
}