#include "PawnAfflictionComponent.h" #include "Net/UnrealNetwork.h" void UPawnAfflictionComponent::PushAffliction(UPawnAffliction* Affliction, bool onlyIfNotActive) { } void UPawnAfflictionComponent::PopAffliction(UPawnAffliction* Affliction) { } void UPawnAfflictionComponent::OnDeath(UHealthComponentBase* HealthComponent) { } bool UPawnAfflictionComponent::IsAfflictedBy(UPawnAffliction* Affliction) const { return false; } TArray UPawnAfflictionComponent::GetActiveAfflictions() const { return TArray(); } void UPawnAfflictionComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UPawnAfflictionComponent, NetworkedAfflictions); } UPawnAfflictionComponent::UPawnAfflictionComponent() { this->FrozenEffect = NULL; this->BurningEffect = NULL; this->EffectSize = EFrozenBitsSize::Medium; this->BaseEffectScale = 1.00f; this->UseDormancy = false; }