#include "HealthComponent.h" #include "Net/UnrealNetwork.h" void UHealthComponent::ToggleCanTakeDamage_Implementation() { } float UHealthComponent::TakePercentDamage(float PercentOfMax, const FDamageData& DamageData) { return 0.0f; } void UHealthComponent::Resupply(float percentage) { } void UHealthComponent::OnRep_Damage(float oldDamage) { } void UHealthComponent::HealArmor(float Amount) { } bool UHealthComponent::HasArmor() const { return false; } float UHealthComponent::GetMaxArmor() const { return 0.0f; } EHealthbarType UHealthComponent::GetHealthbarType() const { return EHealthbarType::None; } void UHealthComponent::GetCurrentHealthSegment(int32& Segment, float& segmentHealth, float& segmentHealthPercent) { } float UHealthComponent::GetArmorPct() const { return 0.0f; } float UHealthComponent::GetArmor() const { return 0.0f; } void UHealthComponent::Client_ReceivedHit_Implementation(float Amount, const FDamageData& DamageData, bool anyHealthLost) { } void UHealthComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UHealthComponent, Damage); } UHealthComponent::UHealthComponent() { this->Damage = 0.00f; this->CanDamageThroughSegments = true; this->LastDamageCauser = NULL; this->ShouldUseLargestSubhealthDamageTaken = false; this->InvulnerableToNonDefinedResistances = false; this->EnvironmentalDamageResistance = 1.00f; this->AffectedByGlobalWeakpointDamageMultiplier = true; this->UseDormancy = false; this->PawnStats = NULL; }