#include "GuntowerActivationPlatform.h" #include "Components/CapsuleComponent.h" #include "Components/SceneComponent.h" #include "Components/StaticMeshComponent.h" #include "Net/UnrealNetwork.h" void AGuntowerActivationPlatform::ShutDown() { } void AGuntowerActivationPlatform::SetPlatformActive(bool IsActive) { } void AGuntowerActivationPlatform::ReEnable() { } void AGuntowerActivationPlatform::PlayerInsideRevived() { } void AGuntowerActivationPlatform::PlayerInsideDied(UHealthComponentBase* Health) { } void AGuntowerActivationPlatform::OnRep_PlayersInside(int32 OldCount) { } void AGuntowerActivationPlatform::OnRep_IsShutDown() { } void AGuntowerActivationPlatform::OnRep_Disabled() { } void AGuntowerActivationPlatform::OnPlayerLeave(AFSDPlayerState* PlayerState) { } void AGuntowerActivationPlatform::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AGuntowerActivationPlatform::ModuleDestroyed(UHealthComponentBase* Health) { } int32 AGuntowerActivationPlatform::GetPlayerCount() const { return 0; } AGuntowerModule* AGuntowerActivationPlatform::GetAssignedModule() const { return NULL; } void AGuntowerActivationPlatform::EndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } bool AGuntowerActivationPlatform::CanWidgetAppear() const { return false; } void AGuntowerActivationPlatform::AssignModule(AGuntowerModule* towerModule) { } void AGuntowerActivationPlatform::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AGuntowerActivationPlatform, AssignedModule); DOREPLIFETIME(AGuntowerActivationPlatform, playersInside); DOREPLIFETIME(AGuntowerActivationPlatform, Disabled); DOREPLIFETIME(AGuntowerActivationPlatform, IsShutDown); } AGuntowerActivationPlatform::AGuntowerActivationPlatform() { this->Root = CreateDefaultSubobject(TEXT("Root")); this->STMesh = CreateDefaultSubobject(TEXT("STMesh")); this->Trigger = CreateDefaultSubobject(TEXT("Trigger")); this->AssignedModule = NULL; this->DoneAt = 5.00f; this->DisabledTime = 12.00f; this->playersInside = 0; this->Disabled = true; this->IsShutDown = false; }