#include "SingleUsableComponent.h" #include "Net/UnrealNetwork.h" void USingleUsableComponent::Use(APlayerCharacter* User, EInputKeys Key, float DeltaTime) { } void USingleUsableComponent::SetProgress(float Value) { } void USingleUsableComponent::SetCanUse(bool CanUse) { } void USingleUsableComponent::OnRep_UserCount() { } void USingleUsableComponent::OnRep_Usable() { } void USingleUsableComponent::OnRep_DesiredProgress() { } void USingleUsableComponent::Cheat_Use(APlayerCharacter* User, EInputKeys Key) { } void USingleUsableComponent::All_PlayFailedAudio_Implementation() { } void USingleUsableComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(USingleUsableComponent, Usable); DOREPLIFETIME(USingleUsableComponent, DesiredProgress); DOREPLIFETIME(USingleUsableComponent, userCount); } USingleUsableComponent::USingleUsableComponent() { this->AudioBeginUse = NULL; this->AudioFailedUse = NULL; this->AudioCompletedUse = NULL; this->BoscoLaserpointerShout = NULL; this->CoopUse = true; this->UseSpeedStat = NULL; this->CoopUseMultiplier = 1.00f; this->Usable = false; this->TurnOffAfterUse = false; this->MultipleUse = false; this->bShowUsingUI = true; this->useDuration = 0.00f; this->Progress = 0.00f; this->DesiredProgress = 0.00f; this->userCount = 0; this->AudioBeginUseInstance = NULL; }