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https://github.com/FortniteModdingHub/FNGameProj.git
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54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
#include "InfiltrationCarryObjectSpawnPoint.h"
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#include "Net/UnrealNetwork.h"
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void AInfiltrationCarryObjectSpawnPoint::OnRep_CurrentState(ESpawnPointState OldState) {
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}
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void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectThrownLanded() {
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}
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void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectThrown() {
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}
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void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectPlaced() {
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}
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void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectPickedUp() {
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}
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void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectDropped() {
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}
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void AInfiltrationCarryObjectSpawnPoint::OnHeldObjectDestroy() {
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}
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void AInfiltrationCarryObjectSpawnPoint::OnEnterWater(AFortWaterBodyActor* WaterBody, UFortWaterInteractionComponent* WaterInteractionComponent, bool bIsFirstBody) {
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}
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AActor* AInfiltrationCarryObjectSpawnPoint::GetIntelActor() const {
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return NULL;
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}
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void AInfiltrationCarryObjectSpawnPoint::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AInfiltrationCarryObjectSpawnPoint, CurrentState);
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DOREPLIFETIME(AInfiltrationCarryObjectSpawnPoint, CachedIntelActor);
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}
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AInfiltrationCarryObjectSpawnPoint::AInfiltrationCarryObjectSpawnPoint() {
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CurrentState = ESpawnPointState::Inactive;
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CachedSceneComponent = NULL;
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CachedIntelActor = NULL;
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IntelClassToSpawn = NULL;
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}
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