#include "InfectionPointCleaningComponent.h" #include "Net/UnrealNetwork.h" void UInfectionPointCleaningComponent::Reset() { } void UInfectionPointCleaningComponent::OnRep_InfectionPoints(TArray> oldInfectionPoints) { } void UInfectionPointCleaningComponent::InitInfectionPoints(const TArray& outerMeshes, const TArray& innerMeshes) { } int32 UInfectionPointCleaningComponent::GetRequiredCleanCount() const { return 0; } int32 UInfectionPointCleaningComponent::GetRemainingInfectedPoints() const { return 0; } int32 UInfectionPointCleaningComponent::GetNumberOfInfectedPoints() const { return 0; } void UInfectionPointCleaningComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UInfectionPointCleaningComponent, InfectionPoints); } UInfectionPointCleaningComponent::UInfectionPointCleaningComponent() { this->bIsInitialized = false; this->bHasBeenReplicated = false; this->CleanedParticles = NULL; this->particleScale = 1.00f; this->outerLayerCleaned = false; }