#include "RivalBombNode.h" #include "HackingUsableComponent.h" #include "Net/UnrealNetwork.h" void ARivalBombNode::OnRep_State() { } void ARivalBombNode::OnRep_RemainingHackTime() const { } void ARivalBombNode::OnNodeHackedByUser(APlayerCharacter* Player) { } void ARivalBombNode::OnHackTimerTick() { } float ARivalBombNode::GetRemainingTimePct() const { return 0.0f; } void ARivalBombNode::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ARivalBombNode, State); DOREPLIFETIME(ARivalBombNode, RivalBomb); DOREPLIFETIME(ARivalBombNode, RemainingHackTime); DOREPLIFETIME(ARivalBombNode, HackStartTime); DOREPLIFETIME(ARivalBombNode, BombIndex); } ARivalBombNode::ARivalBombNode() { this->RivalBombCable = NULL; this->HackingUsable = CreateDefaultSubobject(TEXT("HackingUsable")); this->State = ERivalBombNodeState::Inactive; this->BombCable = NULL; this->RivalBomb = NULL; this->RemainingHackTime = -1.00f; this->HackStartTime = 0.00f; this->BombIndex = -1; }