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

78 lines
2.1 KiB
C++

#include "FortThreatVisualsManager.h"
#include "Net/UnrealNetwork.h"
bool AFortThreatVisualsManager::StormsExist() const {
return false;
}
void AFortThreatVisualsManager::SetMinimumCloudAltitude(float NewMinimumAltitude) {
}
void AFortThreatVisualsManager::SetCloudsAreHidden(bool bHide) {
}
void AFortThreatVisualsManager::ResetMinimumCloudAltitude() {
}
void AFortThreatVisualsManager::OnRep_ThreatLocations() {
}
void AFortThreatVisualsManager::OnRep_StormWinds() {
}
void AFortThreatVisualsManager::OnRep_HideClouds() {
}
void AFortThreatVisualsManager::OnRep_GoalActorLocations() {
}
TArray<FThreatLocationInfo> AFortThreatVisualsManager::GetThreatClouds() const {
return TArray<FThreatLocationInfo>();
}
AThreatCloud* AFortThreatVisualsManager::GetThreatCloud(const FThreatLocationInfo& ThreatLocInfo) const {
return NULL;
}
bool AFortThreatVisualsManager::GetCloudsAreHidden() const {
return false;
}
void AFortThreatVisualsManager::BeginThreatVisualsPrecursor_Implementation(AActor* SourceActor, FVector ThreatLocation) {
}
void AFortThreatVisualsManager::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortThreatVisualsManager, bHideClouds);
DOREPLIFETIME(AFortThreatVisualsManager, ThreatLocations);
DOREPLIFETIME(AFortThreatVisualsManager, StormWindArray);
DOREPLIFETIME(AFortThreatVisualsManager, GoalActorLocations);
}
AFortThreatVisualsManager::AFortThreatVisualsManager() {
CloudBlueprint = NULL;
CloudRadius = 1;
ThreatBoxVolumeTopPadding = 1;
ThreatBoxVolumeBottomPadding = 1;
bUseLocalPlayersOnlyForCloudMinimumHeight = true;
bHideClouds = false;
CloudMinimumHeightAbovePlayers = 1;
CloudMinimumHeightAboveGround = 1;
CloudMinimumAltitude = 1;
CloudMaxVerticalDelta = 1;
CloudMinSpeed = 1;
CloudMaxSpeed = 1;
StormWindCloudRadius = 1;
StormWindGoalRadius = 1;
StormWindFalloffRadius = 1;
StormWindInactiveMagnitude = 1;
StormWindActiveMagnitude = 1;
StormWindDesiredDeltaBlendTime = 1;
StormWindDirectionAdditionalAngle = 1;
}