#include "CapacityHoldingItemAggregator.h" #include "Net/UnrealNetwork.h" void UCapacityHoldingItemAggregator::UseAmmo(int32 Count) { } void UCapacityHoldingItemAggregator::SetMaxAmmo(int32 InMaxAmmo, bool InChangeCurrentAmount) { } void UCapacityHoldingItemAggregator::Resupply(float percentage) { } void UCapacityHoldingItemAggregator::OnRep_MaxAmmo() { } void UCapacityHoldingItemAggregator::OnRep_AmmoCount() { } void UCapacityHoldingItemAggregator::AddAmmo(int32 Amount) { } void UCapacityHoldingItemAggregator::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UCapacityHoldingItemAggregator, MaxAmmo); DOREPLIFETIME(UCapacityHoldingItemAggregator, AmmoCount); } UCapacityHoldingItemAggregator::UCapacityHoldingItemAggregator() { this->MaxAmmo = 10; this->AmmoCount = 0; this->UseRejoin = true; }