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

53 lines
1.6 KiB
C++

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