#include "FSDPlayerState.h" #include "Net/UnrealNetwork.h" #include "PlayerRejoinState.h" #include "PlayerStatsComponent.h" #include "SaveGameStateComponent.h" #include "Templates/SubclassOf.h" void AFSDPlayerState::SetSelectedCharacterID(UPlayerCharacterID* characterID) { } void AFSDPlayerState::SetSelectedCharacter(TSubclassOf NewCharacter) { } void AFSDPlayerState::SetHasGeneratedLevel(bool hasgenerated) { } void AFSDPlayerState::SetCanOnlySpectate(bool canOnlySpectate) { } void AFSDPlayerState::ServerSetSelectedCharacter_Implementation(TSubclassOf NewCharacter) { } void AFSDPlayerState::Server_SetSupplyStatus_Implementation(uint8 StatusHealth, uint8 StatusAmmo) { } void AFSDPlayerState::Server_SetGameOwnerStatus_Implementation(int32 NewGameOwnerStatus) { } void AFSDPlayerState::OnRep_SupplyHealthStatus() { } void AFSDPlayerState::OnRep_SupplyAmmoStatus() { } void AFSDPlayerState::OnRep_SelectedCharacter() { } void AFSDPlayerState::OnRep_PlayerCharacter() { } void AFSDPlayerState::OnRep_LevelGenerationState() { } void AFSDPlayerState::OnRep_GameOwnerStatus() { } void AFSDPlayerState::OnRep_FractionLevelGenerated() { } bool AFSDPlayerState::HasNormalOwnerStatus() const { return false; } int32 AFSDPlayerState::GetXPRewardsSum() { return 0; } TArray AFSDPlayerState::GetXPRewards() { return TArray(); } TArray AFSDPlayerState::GetXPRewardDeepDive(int32 StagesCompleted) { return TArray(); } int32 AFSDPlayerState::GetUIPing() { return 0; } float AFSDPlayerState::GetSupplyHealthStatus() const { return 0.0f; } float AFSDPlayerState::GetSupplyAmmoStatus() const { return 0.0f; } int32 AFSDPlayerState::GetSelectedCharacterLevel() const { return 0; } UPlayerCharacterID* AFSDPlayerState::GetSelectedCharacterID() const { return NULL; } TSubclassOf AFSDPlayerState::GetSelectedCharacter() const { return NULL; } FCharacterProgress AFSDPlayerState::GetSelectCharacterProgress() { return FCharacterProgress{}; } UPlayerResourceComponent* AFSDPlayerState::GetPlayerResourceComponent() const { return NULL; } int32 AFSDPlayerState::GetPlayerRank() const { return 0; } AFSDPlayerController* AFSDPlayerState::GetPlayerController() const { return NULL; } bool AFSDPlayerState::GetHasGeneratedLevel() const { return false; } bool AFSDPlayerState::GetGameOwnerStatus(EGameOwnerStatus Status) const { return false; } EChatSenderType AFSDPlayerState::GetChatSenderType() const { return EChatSenderType::NormalUser; } FCharacterProgress AFSDPlayerState::GetCharacterProgress(UPlayerCharacterID* characterID) const { return FCharacterProgress{}; } int32 AFSDPlayerState::GetCharacterLevel(UPlayerCharacterID* characterID) const { return 0; } void AFSDPlayerState::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFSDPlayerState, FractionLevelGenerated); DOREPLIFETIME(AFSDPlayerState, LevelGenerationState); DOREPLIFETIME(AFSDPlayerState, LatestEquipedVanity); DOREPLIFETIME(AFSDPlayerState, SelectedCharacter); DOREPLIFETIME(AFSDPlayerState, bIsServer); DOREPLIFETIME(AFSDPlayerState, gameOwnerStatus); DOREPLIFETIME(AFSDPlayerState, PlayerCharacter); DOREPLIFETIME(AFSDPlayerState, HasSelectedCharacter); DOREPLIFETIME(AFSDPlayerState, PlayerSortId); DOREPLIFETIME(AFSDPlayerState, SupplyAmmoStatus); DOREPLIFETIME(AFSDPlayerState, SupplyHealthStatus); } AFSDPlayerState::AFSDPlayerState() { this->FractionLevelGenerated = 0.00f; this->SelectedCharacter = NULL; this->bIsServer = false; this->ShouldCopyProperties = false; this->gameOwnerStatus = 0; this->IsOnSpaceRig = false; this->PlayerStatsComponent = CreateDefaultSubobject(TEXT("PlayerStatsComponent")); this->RejoinState = CreateDefaultSubobject(TEXT("RejoinState")); this->SaveGameStateComponent = CreateDefaultSubobject(TEXT("SaveGameStateComponent")); this->PlayerCharacter = NULL; this->IsInMission = false; this->IsTalking = false; this->HasGeneratedLevel = false; this->HasSelectedCharacter = false; this->PlayerSortId = 0; this->PlayerResources = NULL; this->SupplyAmmoStatus = 0; this->SupplyHealthStatus = 0; }