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

64 lines
1.6 KiB
C++
Executable file

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