54 lines
1.3 KiB
C++
Executable file
54 lines
1.3 KiB
C++
Executable file
#include "EventRewardDispenser.h"
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#include "Net/UnrealNetwork.h"
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void AEventRewardDispenser::SetSelectedReward(USchematic* InReward) {
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}
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bool AEventRewardDispenser::PowerUp(APlayerCharacter* InPlayerCharacter) {
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return false;
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}
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void AEventRewardDispenser::OnRep_SelectedReward() {
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}
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void AEventRewardDispenser::OnRep_PoweredUp() {
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}
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void AEventRewardDispenser::OnRep_PlayerId() {
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}
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void AEventRewardDispenser::OnRep_IsActivated() {
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}
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bool AEventRewardDispenser::IsOwningPlayer(APlayerCharacter* PlayerCharacter) const {
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return false;
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}
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APlayerCharacter* AEventRewardDispenser::GetPlayerCharacter() const {
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return NULL;
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}
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AFSDPlayerState* AEventRewardDispenser::GetPlayer() const {
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return NULL;
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}
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void AEventRewardDispenser::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AEventRewardDispenser, PlayerId);
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DOREPLIFETIME(AEventRewardDispenser, PoweredUp);
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DOREPLIFETIME(AEventRewardDispenser, IsActivated);
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DOREPLIFETIME(AEventRewardDispenser, SelectedReward);
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}
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AEventRewardDispenser::AEventRewardDispenser() {
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this->DispenserFrame = NULL;
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this->PoweredUp = false;
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this->IsActivated = false;
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this->SelectedReward = NULL;
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}
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