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

47 lines
1.2 KiB
C++

#include "KeepItemContainer.h"
#include "Net/UnrealNetwork.h"
void AKeepItemContainer::RestoreLoot() {
}
void AKeepItemContainer::ResetContainer(AFortPlayerController* FortPC) {
}
void AKeepItemContainer::OnRep_SearchedBy() {
}
void AKeepItemContainer::OnRep_HostUpgradeLevel() {
}
void AKeepItemContainer::InitializeContainer(int32 InitUpgradeLevel) {
}
int32 AKeepItemContainer::GetLootTierOverride_Implementation() const {
return 0;
}
FName AKeepItemContainer::GetContainerNameAndLevelKey() {
return NAME_None;
}
void AKeepItemContainer::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AKeepItemContainer, HostUpgradeLevel);
DOREPLIFETIME(AKeepItemContainer, SearchedBy);
DOREPLIFETIME(AKeepItemContainer, BestAvailableRarity);
DOREPLIFETIME(AKeepItemContainer, MaxItems);
}
AKeepItemContainer::AKeepItemContainer() {
HostUpgradeLevel = 0;
ContainerType = EKeepContainerType::Base;
bUseDefaultLootLogic = false;
bResetThisWhenKeepResets = true;
ContainerDataTable = NULL;
bShowChoiceUI = false;
BestAvailableRarity = EFortRarity::Common;
MaxItems = 0;
}