#include "LineCutter.h" #include "Net/UnrealNetwork.h" void ALineCutter::Server_StopRotatingProjectile_Implementation() { } void ALineCutter::Server_ReverseLastProjectile_Implementation() { } void ALineCutter::Server_DestroyOldProjectile_Implementation() { } void ALineCutter::OnRep_LastProjectile() const { } void ALineCutter::OnProjectileLaunched(AProjectileBase* Projectile) { } void ALineCutter::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ALineCutter, LastProjectile); } ALineCutter::ALineCutter() { this->StopUsingReversesProjectile = false; this->RotateProjectileUntillStop = false; this->ExplodeLastProjectileOnNextFireAttempt = false; this->MinExplosiveGoodbyeActivationTimme = 0.50f; }