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https://github.com/FortniteModdingHub/FNGameProj.git
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53 lines
1.6 KiB
C++
53 lines
1.6 KiB
C++
#include "FortCreativeStormShield.h"
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#include "Net/UnrealNetwork.h"
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void AFortCreativeStormShield::SetGamePhaseStep(const EAthenaGamePhaseStep NewGamePhaseStep) {
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}
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void AFortCreativeStormShield::OnRep_GamePhaseStep() {
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}
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void AFortCreativeStormShield::OnGamePhaseStepChanged() {
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}
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float AFortCreativeStormShield::GetServerTime() const {
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return 0.0f;
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}
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void AFortCreativeStormShield::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortCreativeStormShield, GamePhaseStep);
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DOREPLIFETIME(AFortCreativeStormShield, NextTargetRadius);
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DOREPLIFETIME(AFortCreativeStormShield, NextTargetLocation);
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DOREPLIFETIME(AFortCreativeStormShield, NextNextTargetRadius);
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DOREPLIFETIME(AFortCreativeStormShield, NextNextTargetLocation);
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DOREPLIFETIME(AFortCreativeStormShield, InstancedServerTime);
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}
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AFortCreativeStormShield::AFortCreativeStormShield() {
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bIsViewTargetPawnOutside = false;
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GamePhaseStep = EAthenaGamePhaseStep::None;
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NextTargetRadius = 1;
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NextNextTargetRadius = 1;
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InstancedServerTime = 1;
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StartWaitTime = 1;
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StartShrinkTime = 1;
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FinishShrinkTime = 1;
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FinishDestroyTime = 1;
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AudioLowPassValue = 1;
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AudioPitchMod = 1;
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AudioCrossfade = 1;
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MovementAudioCrossfadeCurve = NULL;
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MovementAudioPitchModCurve = NULL;
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ClockTickingAudioVolumeCurve = NULL;
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ClockTickingAudioPitchCurve = NULL;
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ShieldBoundaryAudio = NULL;
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HoldingAudio = NULL;
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HoldingTickAudio = NULL;
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SpawnVolume = NULL;
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}
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