DRG-Femboy-Voice/Source/FSD/Private/FSDPlayerState.cpp
2025-04-15 12:39:31 -07:00

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;
}