#include "SalvageObjective.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void USalvageObjective::PointRepaired() { } void USalvageObjective::OnRep_PointsRepaired() { } void USalvageObjective::OnRep_ActorsToSalvage(int32 prevAmount) { } void USalvageObjective::OnRep_ActorsSalvaged(int32 prevAmount) { } void USalvageObjective::OnActorRepaired(URepairableComponent* repairable) { } FTransform USalvageObjective::FindRepairPointLocation(AProceduralSetup* Setup, const FVector& podLocation, float Radius, float maxVerticalDistance, UDebrisPositioning* DebrisPositioning, TSubclassOf terrainPlacement, const TArray& locationsToAvoid, UCurveFloat* AvoidCostCurve) { return FTransform{}; } void USalvageObjective::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(USalvageObjective, ActorsToSalvage); DOREPLIFETIME(USalvageObjective, ActorsSalvaged); DOREPLIFETIME(USalvageObjective, PointsRepaired); } USalvageObjective::USalvageObjective() { this->SalvageActorCount = 2; this->LegResource = NULL; this->LegCountPerActor = 25; this->LegDistanceToActor = 2000.00f; this->Positioning = NULL; this->DamagedPodPositioning = NULL; this->DamagedPodMinDistanceToDropZone = 2000.00f; this->DamagedPod = NULL; this->ActorsToSalvage = 0; this->ActorsSalvaged = 0; this->RepairPoints = 3; this->PointsRepaired = 0; this->MinSalvageActorDistanceToLandingZone = 1000.00f; this->HasMuleReturnedToPod = false; }