64 lines
1.6 KiB
C++
Executable file
64 lines
1.6 KiB
C++
Executable file
#include "CharacterIntoxicationComponent.h"
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#include "Net/UnrealNetwork.h"
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bool UCharacterIntoxicationComponent::IsPassOutDrunk() const {
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return false;
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}
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bool UCharacterIntoxicationComponent::IsOnSpaceRig() const {
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return false;
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}
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bool UCharacterIntoxicationComponent::IsLocallyControlled() const {
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return false;
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}
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bool UCharacterIntoxicationComponent::IsDrunk() const {
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return false;
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}
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bool UCharacterIntoxicationComponent::HasAuthority() const {
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return false;
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}
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float UCharacterIntoxicationComponent::GetSoberingUpCoolDown() const {
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return 0.0f;
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}
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float UCharacterIntoxicationComponent::GetIntoxicationProgressMapped(UCurveFloat* Curve) const {
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return 0.0f;
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}
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float UCharacterIntoxicationComponent::GetIntoxicationProgress() const {
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return 0.0f;
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}
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int32 UCharacterIntoxicationComponent::GetAlcoholPct_Implementation(EDrinkableAlcoholStrength Strength) const {
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return 0;
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}
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void UCharacterIntoxicationComponent::Consume(UDrinkableDataAsset* Drinkable) {
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}
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void UCharacterIntoxicationComponent::ClearIntoxication() {
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}
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void UCharacterIntoxicationComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UCharacterIntoxicationComponent, IntoxicationPercent);
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}
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UCharacterIntoxicationComponent::UCharacterIntoxicationComponent() {
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this->Character = NULL;
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this->CurrentState = EIntoxicationState::NotIntoxicated;
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this->IntoxicationLerpSpeed = 100.00f;
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this->TimeDrunk = 0.00f;
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this->SoberingPercent = 1;
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}
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