#include "GooGunPuddle.h" #include "Components/SphereComponent.h" #include "Net/UnrealNetwork.h" #include "SimpleHealthComponent.h" #include "Templates/SubclassOf.h" void AGooGunPuddle::SetStatusEffect(TSubclassOf NewStatusEffect) { } void AGooGunPuddle::OnRep_ActiveStatusEffectTriggersMask(int32 PreviousMask) { } void AGooGunPuddle::OnPuddleEndOverLap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void AGooGunPuddle::OnPuddleBeginOverLap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AGooGunPuddle::OnHit(float Damage, const FDamageData& DamageData, bool anyHealthLost) { } void AGooGunPuddle::IgniteGoo_Implementation() { } void AGooGunPuddle::AddStatusEffect(TSubclassOf NewStatusEffect) { } void AGooGunPuddle::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AGooGunPuddle, ActiveStatusEffectTriggersMask); DOREPLIFETIME(AGooGunPuddle, LifeTime); } AGooGunPuddle::AGooGunPuddle() { this->SphereTrigger = CreateDefaultSubobject(TEXT("SphereTrigger")); this->SimpleHealth = CreateDefaultSubobject(TEXT("SimpleHealth")); this->SpawnSound = NULL; this->ActiveStatusEffectTriggersMask = 0; this->LifeTime = 0.00f; this->CollisionOnClients = false; }