Files
FNGameProj/Source/FortniteGame/Private/InfiltrationStatusComponent.cpp
T
2024-03-03 23:44:39 +01:00

54 lines
1.4 KiB
C++

#include "InfiltrationStatusComponent.h"
#include "Net/UnrealNetwork.h"
void UInfiltrationStatusComponent::TryExecuteMutatorReady() {
}
void UInfiltrationStatusComponent::OnRoundReset() {
}
void UInfiltrationStatusComponent::OnRep_CachedMutator() {
}
bool UInfiltrationStatusComponent::IsLocalPlayerDefending(AFortPlayerControllerAthena* LocalPlayer) const {
return false;
}
bool UInfiltrationStatusComponent::IsLocalPlayerAttacking(AFortPlayerControllerAthena* LocalPlayer) const {
return false;
}
bool UInfiltrationStatusComponent::IsBeingHeldByLocalPlayer(AFortPlayerControllerAthena* LocalPlayer) const {
return false;
}
bool UInfiltrationStatusComponent::GetIsCurrentlyDefended() const {
return false;
}
float UInfiltrationStatusComponent::GetGroundTimeRemaining() const {
return 0.0f;
}
uint8 UInfiltrationStatusComponent::GetDefendingTeam() const {
return 0;
}
EIntelStateEnum UInfiltrationStatusComponent::GetCurrentIntelState() const {
return EIntelStateEnum::None;
}
uint8 UInfiltrationStatusComponent::GetAttackingTeam() const {
return 0;
}
void UInfiltrationStatusComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UInfiltrationStatusComponent, CachedMutator);
}
UInfiltrationStatusComponent::UInfiltrationStatusComponent() {
}