#include "PlayerHealthComponent.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" UStatusEffect* UPlayerHealthComponent::SetIronWillStatusEffect(TSubclassOf steClass) { return NULL; } void UPlayerHealthComponent::Server_TryActivateIronWill_Implementation() { } void UPlayerHealthComponent::OnRep_MaxHealth() { } void UPlayerHealthComponent::OnRep_MaxArmor() { } void UPlayerHealthComponent::OnRep_ArmorDamage(float oldDamage) { } bool UPlayerHealthComponent::IsLowHealth() const { return false; } float UPlayerHealthComponent::GetRemainingIronWillActivationTime() const { return 0.0f; } bool UPlayerHealthComponent::GetIsHealthRegenerating() const { return false; } bool UPlayerHealthComponent::GetIronWillActive() const { return false; } float UPlayerHealthComponent::GetHealthRegeneratingTargetRatio() const { return 0.0f; } void UPlayerHealthComponent::Client_SetHealthRegenerating_Implementation(bool isRegenerating) { } void UPlayerHealthComponent::Client_OnFriendlyFire_Implementation(AController* EventInstigator, AActor* DamageCauser) { } void UPlayerHealthComponent::Client_HealthFullCannotHeal_Implementation() { } bool UPlayerHealthComponent::CanActivateIronWill() const { return false; } void UPlayerHealthComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UPlayerHealthComponent, MaxHealth); DOREPLIFETIME(UPlayerHealthComponent, MaxArmor); DOREPLIFETIME(UPlayerHealthComponent, ArmorDamage); DOREPLIFETIME(UPlayerHealthComponent, IronWillActive); } UPlayerHealthComponent::UPlayerHealthComponent() { this->MaxHealth = 100.00f; this->MaxArmor = 0.00f; this->ArmorDamage = 0.00f; this->ReviveHealthReturnRatio = 1.00f; this->ReviveArmorReturnRatio = 1.00f; this->HealthPerCrystalVolume = 0.25f; this->ArmorRegenCurve = NULL; this->ShieldRegenDelay = 5.00f; this->Character = NULL; this->GenericImpactParticles = NULL; this->ShieldLinkEffect = NULL; this->ShieldLinkInstance = NULL; this->InvulnerabilityDuration = 0.25f; this->ReviveInvulnerabilityTime = 3.00f; this->DamageTakenMutator = NULL; this->IronWillStatusEffectClass = NULL; this->IronWillStatusEffect = NULL; this->IronWillActive = false; this->IronWillTimeToActivate = 0.00f; }