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

42 lines
1.4 KiB
C++

#include "FortGameplayAbility_JumpBoostPack.h"
#include "Net/UnrealNetwork.h"
void UFortGameplayAbility_JumpBoostPack::SetCurrentState(EJumpBoostPackState InState) {
}
void UFortGameplayAbility_JumpBoostPack::OnRep_ServerCurrentState(EJumpBoostPackState PreviousState) {
}
void UFortGameplayAbility_JumpBoostPack::OnRep_bAbilityMarkedForPendingKill() {
}
void UFortGameplayAbility_JumpBoostPack::OnFuelIsFull_Implementation() {
}
void UFortGameplayAbility_JumpBoostPack::OnFuelIsEmpty_Implementation() {
}
void UFortGameplayAbility_JumpBoostPack::OnCurrentStateChanged_Implementation(EJumpBoostPackState InPreviousState, EJumpBoostPackState InCurrentState) {
}
void UFortGameplayAbility_JumpBoostPack::OnAbilityCanceled_Implementation() {
}
void UFortGameplayAbility_JumpBoostPack::HandleCurrentStateChanged(EJumpBoostPackState InPreviousState) {
}
void UFortGameplayAbility_JumpBoostPack::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortGameplayAbility_JumpBoostPack, ServerCurrentState);
DOREPLIFETIME(UFortGameplayAbility_JumpBoostPack, bAbilityMarkedForPendingKill);
}
UFortGameplayAbility_JumpBoostPack::UFortGameplayAbility_JumpBoostPack() {
ServerCurrentState = EJumpBoostPackState::Idle;
CurrentState = EJumpBoostPackState::Idle;
DelayRegenStartTime = 1;
bAbilityMarkedForPendingKill = false;
}