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https://github.com/FortniteModdingHub/FNGameProj.git
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60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
#include "FortTimeOfDayWeatherComponent.h"
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#include "Net/UnrealNetwork.h"
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void UFortTimeOfDayWeatherComponent::OnRep_WeatherEventIndex() {
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}
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void UFortTimeOfDayWeatherComponent::OnRep_CurrentWeatherEventIntensity() {
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}
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void UFortTimeOfDayWeatherComponent::OnPlaylistLoaded(FName PlaylistName, const FGameplayTagContainer& PlaylistContextTags) {
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}
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bool UFortTimeOfDayWeatherComponent::IsWeatherEventActive() const {
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return false;
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}
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float UFortTimeOfDayWeatherComponent::GetCurrentWindStrength() const {
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return 0.0f;
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}
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FVector UFortTimeOfDayWeatherComponent::GetCurrentWindDirection() const {
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return FVector{};
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}
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float UFortTimeOfDayWeatherComponent::GetCurrentWeatherIntensity() const {
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return 0.0f;
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}
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int32 UFortTimeOfDayWeatherComponent::GetCurrentWeatherEventIndex() const {
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return 0;
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}
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float UFortTimeOfDayWeatherComponent::GetBlendTimePercentage() const {
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return 0.0f;
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}
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void UFortTimeOfDayWeatherComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortTimeOfDayWeatherComponent, WeatherEventIndex);
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DOREPLIFETIME(UFortTimeOfDayWeatherComponent, CurrentWeatherEventIntensity);
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}
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UFortTimeOfDayWeatherComponent::UFortTimeOfDayWeatherComponent() {
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bWeatherDisabled = false;
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GamePhaseToStart = EAthenaGamePhase::None;
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bWeatherStarted = false;
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WeatherState = EGlobalWeatherState::Inactive;
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WeatherEventEndTime = 1;
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WeatherEventAttemptStart = 1;
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WeatherEventIndex = 0;
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LocalWeatherEventIndex = 0;
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CurrentWeatherEventIntensity = 1;
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CurrentBlendTime = 1;
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TargetBlendTime = 1;
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BlendTimeLength = 1;
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PostProcessComponent = NULL;
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}
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