165 lines
4.4 KiB
C++
Executable file
165 lines
4.4 KiB
C++
Executable file
#include "FSDPlayerState.h"
|
|
#include "Net/UnrealNetwork.h"
|
|
#include "PlayerRejoinState.h"
|
|
#include "PlayerStatsComponent.h"
|
|
#include "SaveGameStateComponent.h"
|
|
#include "Templates/SubclassOf.h"
|
|
|
|
void AFSDPlayerState::SetSelectedCharacterID(UPlayerCharacterID* characterID) {
|
|
}
|
|
|
|
void AFSDPlayerState::SetSelectedCharacter(TSubclassOf<APlayerCharacter> NewCharacter) {
|
|
}
|
|
|
|
void AFSDPlayerState::SetHasGeneratedLevel(bool hasgenerated) {
|
|
}
|
|
|
|
void AFSDPlayerState::SetCanOnlySpectate(bool canOnlySpectate) {
|
|
}
|
|
|
|
void AFSDPlayerState::ServerSetSelectedCharacter_Implementation(TSubclassOf<APlayerCharacter> NewCharacter) {
|
|
}
|
|
|
|
void AFSDPlayerState::Server_SetSupplyStatus_Implementation(uint8 StatusHealth, uint8 StatusAmmo) {
|
|
}
|
|
|
|
void AFSDPlayerState::Server_SetGameOwnerStatus_Implementation(int32 NewGameOwnerStatus) {
|
|
}
|
|
|
|
void AFSDPlayerState::OnRep_SupplyHealthStatus() {
|
|
}
|
|
|
|
void AFSDPlayerState::OnRep_SupplyAmmoStatus() {
|
|
}
|
|
|
|
void AFSDPlayerState::OnRep_SelectedCharacter() {
|
|
}
|
|
|
|
void AFSDPlayerState::OnRep_PlayerCharacter() {
|
|
}
|
|
|
|
void AFSDPlayerState::OnRep_LevelGenerationState() {
|
|
}
|
|
|
|
void AFSDPlayerState::OnRep_GameOwnerStatus() {
|
|
}
|
|
|
|
void AFSDPlayerState::OnRep_FractionLevelGenerated() {
|
|
}
|
|
|
|
|
|
bool AFSDPlayerState::HasNormalOwnerStatus() const {
|
|
return false;
|
|
}
|
|
|
|
int32 AFSDPlayerState::GetXPRewardsSum() {
|
|
return 0;
|
|
}
|
|
|
|
TArray<FXPReward> AFSDPlayerState::GetXPRewards() {
|
|
return TArray<FXPReward>();
|
|
}
|
|
|
|
TArray<FXPReward> AFSDPlayerState::GetXPRewardDeepDive(int32 StagesCompleted) {
|
|
return TArray<FXPReward>();
|
|
}
|
|
|
|
int32 AFSDPlayerState::GetUIPing() {
|
|
return 0;
|
|
}
|
|
|
|
float AFSDPlayerState::GetSupplyHealthStatus() const {
|
|
return 0.0f;
|
|
}
|
|
|
|
float AFSDPlayerState::GetSupplyAmmoStatus() const {
|
|
return 0.0f;
|
|
}
|
|
|
|
int32 AFSDPlayerState::GetSelectedCharacterLevel() const {
|
|
return 0;
|
|
}
|
|
|
|
UPlayerCharacterID* AFSDPlayerState::GetSelectedCharacterID() const {
|
|
return NULL;
|
|
}
|
|
|
|
TSubclassOf<APlayerCharacter> AFSDPlayerState::GetSelectedCharacter() const {
|
|
return NULL;
|
|
}
|
|
|
|
FCharacterProgress AFSDPlayerState::GetSelectCharacterProgress() {
|
|
return FCharacterProgress{};
|
|
}
|
|
|
|
UPlayerResourceComponent* AFSDPlayerState::GetPlayerResourceComponent() const {
|
|
return NULL;
|
|
}
|
|
|
|
int32 AFSDPlayerState::GetPlayerRank() const {
|
|
return 0;
|
|
}
|
|
|
|
AFSDPlayerController* AFSDPlayerState::GetPlayerController() const {
|
|
return NULL;
|
|
}
|
|
|
|
bool AFSDPlayerState::GetHasGeneratedLevel() const {
|
|
return false;
|
|
}
|
|
|
|
bool AFSDPlayerState::GetGameOwnerStatus(EGameOwnerStatus Status) const {
|
|
return false;
|
|
}
|
|
|
|
|
|
EChatSenderType AFSDPlayerState::GetChatSenderType() const {
|
|
return EChatSenderType::NormalUser;
|
|
}
|
|
|
|
FCharacterProgress AFSDPlayerState::GetCharacterProgress(UPlayerCharacterID* characterID) const {
|
|
return FCharacterProgress{};
|
|
}
|
|
|
|
int32 AFSDPlayerState::GetCharacterLevel(UPlayerCharacterID* characterID) const {
|
|
return 0;
|
|
}
|
|
|
|
|
|
void AFSDPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
|
|
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
|
|
|
DOREPLIFETIME(AFSDPlayerState, FractionLevelGenerated);
|
|
DOREPLIFETIME(AFSDPlayerState, LevelGenerationState);
|
|
DOREPLIFETIME(AFSDPlayerState, LatestEquipedVanity);
|
|
DOREPLIFETIME(AFSDPlayerState, SelectedCharacter);
|
|
DOREPLIFETIME(AFSDPlayerState, bIsServer);
|
|
DOREPLIFETIME(AFSDPlayerState, gameOwnerStatus);
|
|
DOREPLIFETIME(AFSDPlayerState, PlayerCharacter);
|
|
DOREPLIFETIME(AFSDPlayerState, HasSelectedCharacter);
|
|
DOREPLIFETIME(AFSDPlayerState, PlayerSortId);
|
|
DOREPLIFETIME(AFSDPlayerState, SupplyAmmoStatus);
|
|
DOREPLIFETIME(AFSDPlayerState, SupplyHealthStatus);
|
|
}
|
|
|
|
AFSDPlayerState::AFSDPlayerState() {
|
|
this->FractionLevelGenerated = 0.00f;
|
|
this->SelectedCharacter = NULL;
|
|
this->bIsServer = false;
|
|
this->ShouldCopyProperties = false;
|
|
this->gameOwnerStatus = 0;
|
|
this->IsOnSpaceRig = false;
|
|
this->PlayerStatsComponent = CreateDefaultSubobject<UPlayerStatsComponent>(TEXT("PlayerStatsComponent"));
|
|
this->RejoinState = CreateDefaultSubobject<UPlayerRejoinState>(TEXT("RejoinState"));
|
|
this->SaveGameStateComponent = CreateDefaultSubobject<USaveGameStateComponent>(TEXT("SaveGameStateComponent"));
|
|
this->PlayerCharacter = NULL;
|
|
this->IsInMission = false;
|
|
this->IsTalking = false;
|
|
this->HasGeneratedLevel = false;
|
|
this->HasSelectedCharacter = false;
|
|
this->PlayerSortId = 0;
|
|
this->PlayerResources = NULL;
|
|
this->SupplyAmmoStatus = 0;
|
|
this->SupplyHealthStatus = 0;
|
|
}
|
|
|