#include "EventRewardDispenser.h" #include "Net/UnrealNetwork.h" void AEventRewardDispenser::SetSelectedReward(USchematic* InReward) { } bool AEventRewardDispenser::PowerUp(APlayerCharacter* InPlayerCharacter) { return false; } void AEventRewardDispenser::OnRep_SelectedReward() { } void AEventRewardDispenser::OnRep_PoweredUp() { } void AEventRewardDispenser::OnRep_PlayerId() { } void AEventRewardDispenser::OnRep_IsActivated() { } bool AEventRewardDispenser::IsOwningPlayer(APlayerCharacter* PlayerCharacter) const { return false; } APlayerCharacter* AEventRewardDispenser::GetPlayerCharacter() const { return NULL; } AFSDPlayerState* AEventRewardDispenser::GetPlayer() const { return NULL; } void AEventRewardDispenser::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AEventRewardDispenser, PlayerId); DOREPLIFETIME(AEventRewardDispenser, PoweredUp); DOREPLIFETIME(AEventRewardDispenser, IsActivated); DOREPLIFETIME(AEventRewardDispenser, SelectedReward); } AEventRewardDispenser::AEventRewardDispenser() { this->DispenserFrame = NULL; this->PoweredUp = false; this->IsActivated = false; this->SelectedReward = NULL; }