#include "PlayerStatsComponent.h" #include "Net/UnrealNetwork.h" void UPlayerStatsComponent::SendMissionAnalytics(bool trackMorkite) { } void UPlayerStatsComponent::SendEndMissionResult_Implementation(const FEndMissionResult& Result) { } void UPlayerStatsComponent::OnResourceMined(UCappedResource* Resource, float Amount) { } void UPlayerStatsComponent::OnRep_EndMissionResult() { } bool UPlayerStatsComponent::IsEndMissionResultReady() const { return false; } bool UPlayerStatsComponent::GetSurvivedInPod() const { return false; } void UPlayerStatsComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UPlayerStatsComponent, TotalKills); DOREPLIFETIME(UPlayerStatsComponent, TotalRevived); DOREPLIFETIME(UPlayerStatsComponent, TotalDeaths); DOREPLIFETIME(UPlayerStatsComponent, TotalSupplypodsRequested); DOREPLIFETIME(UPlayerStatsComponent, TotalGoldMined); DOREPLIFETIME(UPlayerStatsComponent, TotalMOMsMined); DOREPLIFETIME(UPlayerStatsComponent, TotalMineralsMined); DOREPLIFETIME(UPlayerStatsComponent, TotalXPGained); DOREPLIFETIME(UPlayerStatsComponent, EscapedInPod); DOREPLIFETIME(UPlayerStatsComponent, LastPlayedClass); DOREPLIFETIME(UPlayerStatsComponent, EndMissionResult); } UPlayerStatsComponent::UPlayerStatsComponent() { this->TotalKills = 0; this->TotalRevived = 0; this->TotalDeaths = 0; this->TotalSupplypodsRequested = 0; this->TotalGoldMined = 0.00f; this->TotalMOMsMined = 0.00f; this->TotalMineralsMined = 0.00f; this->TotalXPGained = 0.00f; this->EscapedInPod = false; this->LastPlayedClass = NULL; }