mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
74 lines
2.1 KiB
C++
74 lines
2.1 KiB
C++
#include "FortGameStatePvE.h"
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#include "Net/UnrealNetwork.h"
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bool AFortGameStatePvE::ShouldUseMoonbeamHUD() const {
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return false;
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}
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bool AFortGameStatePvE::ShouldUseMoonbeamGameplayFunctionality() const {
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return false;
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}
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void AFortGameStatePvE::SetPickupManagementSettings(FPickupManagementSettings& PickupSettings) {
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}
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void AFortGameStatePvE::OnDefenderRemoved(AFortAIPawn* Defender) {
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}
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void AFortGameStatePvE::OnDefenderDeployed(AFortAIPawn* Defender) {
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}
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bool AFortGameStatePvE::IsWeaponSwappingEnabled() const {
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return false;
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}
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bool AFortGameStatePvE::IsSwappableWeaponType(const UFortItemDefinition* ItemDefinition) const {
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return false;
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}
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bool AFortGameStatePvE::IsMulchingAllowed() const {
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return false;
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}
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bool AFortGameStatePvE::IsDefenderItemDeployed(UFortItem* DefenderItem, AFortPlayerStateZone* RequestingPlayer) const {
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return false;
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}
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void AFortGameStatePvE::GetPickupManagementSettings(FPickupManagementSettings& PickupSettings) {
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}
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AFortAircraft* AFortGameStatePvE::GetAircraft() const {
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return NULL;
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}
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bool AFortGameStatePvE::CanSwapWeapon(const UFortItemDefinition* ItemDefinition) const {
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return false;
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}
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bool AFortGameStatePvE::CanSpawnDefender(AFortPlayerStateZone* PlayerCausingRemoval, const FName RemoveFromDefenderSquadId, AFortAIPawn*& OutDefenderToBeRemoved, EDefenderSpawnFailureReason& OutFailureReason) const {
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return false;
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}
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void AFortGameStatePvE::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortGameStatePvE, bAllowMulching);
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DOREPLIFETIME(AFortGameStatePvE, DeployedDefenders);
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DOREPLIFETIME(AFortGameStatePvE, Aircraft);
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DOREPLIFETIME(AFortGameStatePvE, bUseMoonbeamHUD);
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}
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AFortGameStatePvE::AFortGameStatePvE() {
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bAllowMulching = true;
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Aircraft = NULL;
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bUseMoonbeamHUD = false;
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PickupsAllowedMax = 0;
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PickupsDesiredSlack = 0;
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PickupDespawnDelaySeconds = 1;
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bDebugPickupManagement = false;
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bEnablePickupManagement = true;
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ImportantPickupThreshold = EFortRarity::Common;
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bWeaponSwappingEnabled = false;
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}
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