#include "ReloadSentryUsableComponent.h" #include "Net/UnrealNetwork.h" void UReloadSentryUsableComponent::SetOwningPlayerCharacter(APlayerCharacter* Player) { } void UReloadSentryUsableComponent::SetCanUse(bool isUsable) { } void UReloadSentryUsableComponent::OnRep_Reloading() { } void UReloadSentryUsableComponent::OnReloadAudioFinished() { } void UReloadSentryUsableComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UReloadSentryUsableComponent, Usable); DOREPLIFETIME(UReloadSentryUsableComponent, bReloading); DOREPLIFETIME(UReloadSentryUsableComponent, OwningPlayerCharacter); } UReloadSentryUsableComponent::UReloadSentryUsableComponent() { this->OutOfAmmoText = FText::FromString(TEXT("Out of Ammo")); this->AmmoFullText = FText::FromString(TEXT("Ammo Full")); this->AudioOutOfAmmo = NULL; this->AudioReloading = NULL; this->ReloadingAudioComponent = NULL; this->Usable = true; this->bReloading = false; this->ReloadAudioComponent = NULL; this->AmmoPerSec = 1.00f; this->SentryGun = NULL; }