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

48 lines
1.3 KiB
C++

#include "FortGameStateDeployableBase.h"
#include "Net/UnrealNetwork.h"
bool AFortGameStateDeployableBase::ShouldUseStormShield() const {
return false;
}
bool AFortGameStateDeployableBase::ShouldRespawnAtLastPawnLocation() const {
return false;
}
void AFortGameStateDeployableBase::SetGameDifficultyRow(const FDataTableRowHandle& GameDifficultyInfo) {
}
void AFortGameStateDeployableBase::SetGameDifficultyExplicitly(const float InGameDifficulty) {
}
void AFortGameStateDeployableBase::OnRep_DeployableBaseManager() {
}
float AFortGameStateDeployableBase::GetStormShieldStartingRadiusOverride() const {
return 0.0f;
}
float AFortGameStateDeployableBase::GetStormShieldEndingRadiusOverride() const {
return 0.0f;
}
float AFortGameStateDeployableBase::GetStormShieldBreatherRadiusOverride() const {
return 0.0f;
}
EDeployableBaseUseType AFortGameStateDeployableBase::GetDeployableBaseUseType() const {
return EDeployableBaseUseType::Neighborhood;
}
void AFortGameStateDeployableBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortGameStateDeployableBase, DeployableBaseManager);
}
AFortGameStateDeployableBase::AFortGameStateDeployableBase() {
DeployableBaseManager = NULL;
bFireEndOfDayDelegate = true;
}