#include "RefineryObjective.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void URefineryObjective::SpawnWells(AProceduralSetup* Setup, const FVector& rigLocation, float minDistanceBetween, const TArray& minMaxDistancesToRig) { } void URefineryObjective::OnRep_Refinery() { } void URefineryObjective::OnRefineryStateChanged(ERefineryState InRefineryState) { } FVector URefineryObjective::GetRefinerySpawnLocation(TSubclassOf NewRefineryClass) { return FVector{}; } void URefineryObjective::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(URefineryObjective, Refinery); } URefineryObjective::URefineryObjective() { this->RefineryState = ERefineryState::Landing; this->RefineryPlacement = NULL; this->RawMaterialPlacement = NULL; this->RawMaterialCount = 3; this->bMissionCompleted = false; this->bIsFinalBattle = false; this->OptionalTunnelRoomID = -1; }