#include "GameEvent.h" #include "Components/ChildActorComponent.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void AGameEvent::TrySetupGameEvent() { } void AGameEvent::TriggerEvent() { } void AGameEvent::StartShout() { } void AGameEvent::StageObjectiveCompleted() { } ARessuplyPod* AGameEvent::SpawnEventPod(TSubclassOf podClass, const FVector& aSpawnLocation, int32 Delay) { return NULL; } AActor* AGameEvent::SpawnEventActor(TSubclassOf eventActorClass, const FTransform& aSpawnLocation) { return NULL; } void AGameEvent::SetStageProgress(float Progress) { } void AGameEvent::SetProgressBarPct(float InPct) { } void AGameEvent::SetObjectivesPerStage(int32 NewObjectivesPerStage) { } void AGameEvent::RemoveParticipant(AActor* participant) { } void AGameEvent::OnStarterObjectUsed(AEventStarterButton* eventStarter) { } void AGameEvent::OnRep_StageProgress() { } void AGameEvent::OnRep_ObjectivesPerStage() { } void AGameEvent::OnRep_IsEventStartersActive() { } void AGameEvent::OnRep_FailedEvent() { } void AGameEvent::OnRep_EventStarted() { } void AGameEvent::OnRep_EventParticipants() { } bool AGameEvent::IsEventCompleted() const { return false; } bool AGameEvent::IsEventActive() const { return false; } float AGameEvent::GetStageProgress() const { return 0.0f; } bool AGameEvent::GetShowTimeOnHUD() const { return false; } bool AGameEvent::GetShowScoreOnHUD() const { return false; } bool AGameEvent::GetShowProgressBar() const { return false; } FText AGameEvent::GetObjectiveText() const { return FText::GetEmpty(); } int32 AGameEvent::GetObjectivesPerStage() const { return 0; } FText AGameEvent::GetEventName() const { return FText::GetEmpty(); } bool AGameEvent::GetEventFailed() const { return false; } float AGameEvent::GetDelayUITime() const { return 0.0f; } void AGameEvent::EndShout() { } FTransform AGameEvent::DebreePositionPoint(AProceduralSetup* Setup, const FVector& fromLocation, float MinDistance, float desiredDistance, UDebrisPositioning* DebrisPositioning, TSubclassOf terrainPlacement, float maxPathLength) { return FTransform{}; } void AGameEvent::BootUpEvent() { } void AGameEvent::AddStageProgress(float progressToAdd) { } void AGameEvent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AGameEvent, StageProgress); DOREPLIFETIME(AGameEvent, objectivesPerStage); DOREPLIFETIME(AGameEvent, EventStartersActive); DOREPLIFETIME(AGameEvent, EventStarted); DOREPLIFETIME(AGameEvent, FailedEvent); DOREPLIFETIME(AGameEvent, EventParticipants); } AGameEvent::AGameEvent() { this->bGameEventSetup = false; this->StartEventObject = CreateDefaultSubobject(TEXT("StartEventObject")); this->EventTriggeredShout = NULL; this->EventFinishedShout = NULL; this->EventFailedShout = NULL; this->EventTriggeredShoutDelay = 0.00f; this->EventFinishedShoutDelay = 0.00f; this->StageProgress = 0.00f; this->TimeLimit = -1.00f; this->DelayUITime = 0.00f; this->objectivesPerStage = 10; this->EventStartersActive = false; this->StopScriptedWavesWhileActive = false; this->StopNormalWavesWhileActive = false; this->EventStarted = false; this->FailedEvent = false; this->ShowRemainingTimeOnHUD = false; this->ShowScoreStatusOnHUD = false; this->ShowProgressBar = false; this->ProgressBarPct = 0.00f; this->SkipEventStarters = false; }