#include "OxygenComponent.h" #include "Net/UnrealNetwork.h" void UOxygenComponent::RegisterOxygenEvent(FOxygenTriggerDelegate OxygenCallback, float oxygenLevel, bool triggerOnOxygenLoss) { } void UOxygenComponent::OnRevived() { } void UOxygenComponent::OnRep_NetworkedOxygen(int32 OldValue) { } void UOxygenComponent::OnRep_IsReplenishingOxygen() { } void UOxygenComponent::OnDeath(UHealthComponentBase* HealthComponent) { } void UOxygenComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UOxygenComponent, NetworkedOxygen); DOREPLIFETIME(UOxygenComponent, IsReplenishingOxygen); } UOxygenComponent::UOxygenComponent() { this->OxygenGivenOnRevive = 33.00f; this->CurrentOxygen = 100.00f; this->OxygenReplinishmentRate = 5.00f; this->NetworkedOxygen = 100; this->IsReplenishingOxygen = false; this->OxygenDepletionPersecond = 1.00f; this->NoOxygenStatusEffect = NULL; }