#include "EscortDestination.h" #include "DamageComponent.h" #include "Net/UnrealNetwork.h" void AEscortDestination::MeltPlatforms(ADeepCSGWorld* CSGWorld, TArray meltPoints, float meltRadius) { } UTerrainMaterial* AEscortDestination::GetTerrainMaterialByHandle(ADeepCSGWorld* CSGWorld, int32 materialHandle) { return NULL; } int32 AEscortDestination::GetSecondsToDestroyObjective() { return 0; } FVector AEscortDestination::GetClosestPointOnRadius(FVector CurrentLocation, int32 numberOfShellsCracked, FVector& dirFromCenter) { return FVector{}; } void AEscortDestination::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AEscortDestination, SecondsToDestroyHeartstone); } AEscortDestination::AEscortDestination() { this->EndExplosionDamage = CreateDefaultSubobject(TEXT("ExplosionDamage")); this->NextBreakpoint = 0.00f; this->StageForAnalytics = 0; this->SecondsToDestroyHeartstone = 0; this->Radius = 30.00f; this->ShellThickness = 30.00f; }