#include "CharacterIntoxicationComponent.h" #include "Net/UnrealNetwork.h" bool UCharacterIntoxicationComponent::IsPassOutDrunk() const { return false; } bool UCharacterIntoxicationComponent::IsOnSpaceRig() const { return false; } bool UCharacterIntoxicationComponent::IsLocallyControlled() const { return false; } bool UCharacterIntoxicationComponent::IsDrunk() const { return false; } bool UCharacterIntoxicationComponent::HasAuthority() const { return false; } float UCharacterIntoxicationComponent::GetSoberingUpCoolDown() const { return 0.0f; } float UCharacterIntoxicationComponent::GetIntoxicationProgressMapped(UCurveFloat* Curve) const { return 0.0f; } float UCharacterIntoxicationComponent::GetIntoxicationProgress() const { return 0.0f; } int32 UCharacterIntoxicationComponent::GetAlcoholPct_Implementation(EDrinkableAlcoholStrength Strength) const { return 0; } void UCharacterIntoxicationComponent::Consume(UDrinkableDataAsset* Drinkable) { } void UCharacterIntoxicationComponent::ClearIntoxication() { } void UCharacterIntoxicationComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UCharacterIntoxicationComponent, IntoxicationPercent); } UCharacterIntoxicationComponent::UCharacterIntoxicationComponent() { this->Character = NULL; this->CurrentState = EIntoxicationState::NotIntoxicated; this->IntoxicationLerpSpeed = 100.00f; this->TimeDrunk = 0.00f; this->SoberingPercent = 1; }