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

79 lines
2.5 KiB
C++

#include "FortMissionStormShield.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Net/UnrealNetwork.h"
void AFortMissionStormShield::UpdateRadiusVisuals_Implementation() {
}
AFortMissionStormSafeZone* AFortMissionStormShield::SpawnSafeAreaAtLocation(const FVector& InLocation, const float InRadius) {
return NULL;
}
void AFortMissionStormShield::SetTargetRadiusSizeChangeOverGrowthRate(const float InTargetRadius, const float InGrowthRate, bool bUseGrowthRateDirectly) {
}
void AFortMissionStormShield::SetTargetLocationToMoveTo(const FVector InTargetLocation, const float InMoveRate) {
}
void AFortMissionStormShield::SetRadiusOfShield(const float InRadius) {
}
bool AFortMissionStormShield::RemoveAndDestroySafeArea(AFortMissionStormSafeZone* AreaToRemove) {
return false;
}
void AFortMissionStormShield::PauseStormShield() {
}
void AFortMissionStormShield::OnRep_ReplicatedRadius() {
}
void AFortMissionStormShield::OnRep_RadiusGrowthData() {
}
bool AFortMissionStormShield::IsInStormShield(FVector TestLocation) const {
return false;
}
void AFortMissionStormShield::InitializeRadiusValue(const float InRadius) {
}
void AFortMissionStormShield::GetSafeZones(TArray<AFortMissionStormSafeZone*>& OutSafeZones) {
}
void AFortMissionStormShield::DestroyStormShield() {
}
void AFortMissionStormShield::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortMissionStormShield, ReplicatedRadius);
DOREPLIFETIME(AFortMissionStormShield, RadiusGrowthData);
DOREPLIFETIME(AFortMissionStormShield, MoveData);
DOREPLIFETIME(AFortMissionStormShield, UseGrowthRateDirectly);
DOREPLIFETIME(AFortMissionStormShield, bAntiStormShield);
DOREPLIFETIME(AFortMissionStormShield, SafeAreas);
}
AFortMissionStormShield::AFortMissionStormShield() {
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
ShieldRing = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Shield Ring"));
MapWorldScale = 1;
ReplicatedRadius = 1;
UseGrowthRateDirectly = false;
bAntiStormShield = false;
RadiusToWorldScaleConversion = 1;
SafeAreaTemplate = NULL;
StormShieldQuery = NULL;
CurrentLocalRadius = 1;
StormMiniMapMaterial = NULL;
StormMiniMapMaterialMID = NULL;
StormMainMapMaterial = NULL;
StormMainMapMaterialMID = NULL;
bRegisterWithGameState = true;
Level = 0;
AutoHideRadius = 1;
}