mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
91 lines
3.1 KiB
C++
91 lines
3.1 KiB
C++
#include "FortGameplayEffectDeliveryActor.h"
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#include "Net/UnrealNetwork.h"
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void AFortGameplayEffectDeliveryActor::SetNoiseMakingInstigatorOverride(AActor* NewActor) {
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}
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void AFortGameplayEffectDeliveryActor::SetIgnoreInstigatorCollision(bool bShouldIgnore) {
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}
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void AFortGameplayEffectDeliveryActor::SetCollisionComponent(UPrimitiveComponent* NewCollisionComponent) {
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}
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void AFortGameplayEffectDeliveryActor::OnRep_IsBeingKilled() {
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}
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void AFortGameplayEffectDeliveryActor::OnRep_HasExplodedReplay() {
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}
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void AFortGameplayEffectDeliveryActor::OnComponentTouch(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) {
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}
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void AFortGameplayEffectDeliveryActor::OnComponentOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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void AFortGameplayEffectDeliveryActor::OnComponentEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
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}
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void AFortGameplayEffectDeliveryActor::KillTimerExpired() {
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}
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void AFortGameplayEffectDeliveryActor::Kill() {
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}
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bool AFortGameplayEffectDeliveryActor::IsBeingKilled() const {
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return false;
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}
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UPrimitiveComponent* AFortGameplayEffectDeliveryActor::GetCollisionComponent() const {
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return NULL;
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}
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void AFortGameplayEffectDeliveryActor::DoSingleActorHit(const FHitResult& Hit, const bool bBroadcastHit) {
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}
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void AFortGameplayEffectDeliveryActor::DoExplosionAtLocation(const FVector& ExplosionLocation) {
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}
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void AFortGameplayEffectDeliveryActor::DoExplosion() {
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}
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void AFortGameplayEffectDeliveryActor::ChangeInstigator(APawn* NewInstigator) {
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}
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void AFortGameplayEffectDeliveryActor::BroadcastExplosion_Implementation(const TArray<AActor*>& HitActors, const TArray<FHitResult>& HitResults) {
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}
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void AFortGameplayEffectDeliveryActor::AddAdditionalExplodeEffectContainer(const FFortGameplayEffectContainerSpec& ExplodeContainer) {
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}
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void AFortGameplayEffectDeliveryActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortGameplayEffectDeliveryActor, bIsBeingKilled);
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DOREPLIFETIME(AFortGameplayEffectDeliveryActor, bHasExploded);
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DOREPLIFETIME(AFortGameplayEffectDeliveryActor, SpawnContext);
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}
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AFortGameplayEffectDeliveryActor::AFortGameplayEffectDeliveryActor() {
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bKillOnExplode = true;
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bSetHiddenOnKill = true;
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bKillOnMaxTargetsTouched = false;
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LifespanAfterKill = 1;
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TouchingActorsEffectApplicationUpdateTime = 1;
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bIsBeingKilled = false;
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bHasExploded = false;
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bIgnoreInstigatorCollision = true;
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bIgnoreVehicleAndAttachedActors = false;
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bDisableClientOverlapEvents = false;
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bAddHitResultToTouchApplication = false;
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bExplosionTransformIgnoresRotation = false;
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bCanExplodeMultipleTimes = false;
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bRegisterForEndOverlaps = false;
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bSpawnNavAreaModifierOverTargetSelectionShape = false;
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NavAreaClass = NULL;
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CollisionComponent = NULL;
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bDoExplosionReentrancyGuard = false;
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}
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