mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
79 lines
2.5 KiB
C++
79 lines
2.5 KiB
C++
#include "FortMissionStormShield.h"
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#include "Components/SceneComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "Net/UnrealNetwork.h"
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void AFortMissionStormShield::UpdateRadiusVisuals_Implementation() {
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}
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AFortMissionStormSafeZone* AFortMissionStormShield::SpawnSafeAreaAtLocation(const FVector& InLocation, const float InRadius) {
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return NULL;
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}
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void AFortMissionStormShield::SetTargetRadiusSizeChangeOverGrowthRate(const float InTargetRadius, const float InGrowthRate, bool bUseGrowthRateDirectly) {
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}
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void AFortMissionStormShield::SetTargetLocationToMoveTo(const FVector InTargetLocation, const float InMoveRate) {
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}
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void AFortMissionStormShield::SetRadiusOfShield(const float InRadius) {
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}
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bool AFortMissionStormShield::RemoveAndDestroySafeArea(AFortMissionStormSafeZone* AreaToRemove) {
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return false;
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}
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void AFortMissionStormShield::PauseStormShield() {
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}
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void AFortMissionStormShield::OnRep_ReplicatedRadius() {
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}
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void AFortMissionStormShield::OnRep_RadiusGrowthData() {
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}
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bool AFortMissionStormShield::IsInStormShield(FVector TestLocation) const {
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return false;
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}
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void AFortMissionStormShield::InitializeRadiusValue(const float InRadius) {
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}
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void AFortMissionStormShield::GetSafeZones(TArray<AFortMissionStormSafeZone*>& OutSafeZones) {
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}
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void AFortMissionStormShield::DestroyStormShield() {
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}
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void AFortMissionStormShield::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortMissionStormShield, ReplicatedRadius);
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DOREPLIFETIME(AFortMissionStormShield, RadiusGrowthData);
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DOREPLIFETIME(AFortMissionStormShield, MoveData);
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DOREPLIFETIME(AFortMissionStormShield, UseGrowthRateDirectly);
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DOREPLIFETIME(AFortMissionStormShield, bAntiStormShield);
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DOREPLIFETIME(AFortMissionStormShield, SafeAreas);
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}
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AFortMissionStormShield::AFortMissionStormShield() {
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Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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ShieldRing = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Shield Ring"));
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MapWorldScale = 1;
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ReplicatedRadius = 1;
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UseGrowthRateDirectly = false;
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bAntiStormShield = false;
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RadiusToWorldScaleConversion = 1;
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SafeAreaTemplate = NULL;
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StormShieldQuery = NULL;
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CurrentLocalRadius = 1;
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StormMiniMapMaterial = NULL;
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StormMiniMapMaterialMID = NULL;
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StormMainMapMaterial = NULL;
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StormMainMapMaterialMID = NULL;
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bRegisterWithGameState = true;
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Level = 0;
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AutoHideRadius = 1;
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}
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