275 lines
7.8 KiB
C++
Executable file
275 lines
7.8 KiB
C++
Executable file
#include "FSDGameState.h"
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#include "AttackerManagerComponent.h"
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#include "DifficultyManager.h"
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#include "GemProximityTracker.h"
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#include "Net/UnrealNetwork.h"
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#include "PlayerProximityTracker.h"
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#include "SeasonReplicatorComponent.h"
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#include "ShowroomManager.h"
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#include "SoundMixManagerComponent.h"
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#include "SpawnEffectsComponent.h"
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#include "TeamResourcesComponent.h"
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void AFSDGameState::WaitForInitialGenerationDone(AFSDGameState* GameState, FLatentActionInfo LatentInfo) {
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}
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void AFSDGameState::StartCountdown(int32 Duration, const FText& countdownName) {
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}
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void AFSDGameState::SetPreventLatejoinCharacterDuplication(bool prevent) {
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}
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void AFSDGameState::SetPlayersHaveReachedDroppod(bool newHasPlayerReached) {
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}
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void AFSDGameState::SetGeneratedMissionParameters(UGeneratedMission* mission) {
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}
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void AFSDGameState::SetCurrentDifficulty(UDifficultySetting* Setting, bool updateSessionSettings) {
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}
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void AFSDGameState::SetCompletionData(bool NewObjectivesCompleted, int32 playersInPod) {
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}
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void AFSDGameState::PostLocalizedGameMessage(const FText& Msg, const TArray<FText>& Arguments) {
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}
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void AFSDGameState::PostGameMessage(const FString& Msg) {
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}
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void AFSDGameState::OnRep_StartPressed(bool oldStartPressed) {
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}
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void AFSDGameState::OnRep_ObjectivesCompleted() {
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}
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void AFSDGameState::OnRep_MissionTime() {
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}
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void AFSDGameState::OnRep_GeneratedMissionSeed() {
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}
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void AFSDGameState::OnRep_FSDSessionID() {
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}
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void AFSDGameState::OnRep_CurrentDifficultySetting() {
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}
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void AFSDGameState::OnRep_CountdownText() {
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}
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void AFSDGameState::OnRep_CountdownRemaining(int32 prevTime) {
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}
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void AFSDGameState::OnRep_ContinuePressed() {
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}
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void AFSDGameState::OnRep_ContinueCountdown() {
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}
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void AFSDGameState::OnRep_CompletedGameEvent() {
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}
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void AFSDGameState::OnRep_BoscoReviveCounter() {
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}
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void AFSDGameState::OnRep_AllDwarvesDown() {
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}
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int32 AFSDGameState::MissionEndscreenSeed() {
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return 0;
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}
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bool AFSDGameState::IsTutorialMission() const {
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return false;
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}
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bool AFSDGameState::IsCountingDown() const {
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return false;
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}
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void AFSDGameState::InitObjectives() {
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}
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void AFSDGameState::HostDisbandedTeam_Implementation() {
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}
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bool AFSDGameState::HasObjectivesReplicated() const {
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return false;
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}
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AFSDPlayerState* AFSDGameState::GetServerPlayerState() {
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return NULL;
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}
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TArray<UObjective*> AFSDGameState::GetSecondaryObjectives() const {
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return TArray<UObjective*>();
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}
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AProceduralSetup* AFSDGameState::GetProceduralSetup() {
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return NULL;
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}
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UObjective* AFSDGameState::GetPrimaryObjective() const {
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return NULL;
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}
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bool AFSDGameState::GetPreventLatejoinCharacterDuplication() const {
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return false;
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}
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bool AFSDGameState::GetPlayersHaveReachedDroppod() const {
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return false;
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}
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TArray<UObjective*> AFSDGameState::GetObjectives() const {
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return TArray<UObjective*>();
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}
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TArray<AFSDPlayerState*> AFSDGameState::GetNetworkSortedPlayerArray() {
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return TArray<AFSDPlayerState*>();
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}
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int32 AFSDGameState::GetMissionTime() const {
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return 0;
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}
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bool AFSDGameState::GetMissionSuccessful() const {
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return false;
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}
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int32 AFSDGameState::GetMissionStartTime() const {
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return 0;
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}
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int32 AFSDGameState::GetMissionRewardCreditSum() const {
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return 0;
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}
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TArray<FCreditsReward> AFSDGameState::GetMissionRewardCredits() const {
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return TArray<FCreditsReward>();
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}
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bool AFSDGameState::GetMissionCompletedCreditReward(bool Primary, int32& OutReward) const {
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return false;
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}
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int32 AFSDGameState::GetGlobalMissionSeed() const {
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return 0;
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}
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AGameStats* AFSDGameState::GetGameStats() const {
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return NULL;
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}
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TMap<UResourceData*, float> AFSDGameState::GetEndscreenResources() const {
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return TMap<UResourceData*, float>();
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}
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UDifficultyManager* AFSDGameState::GetDifficultyManager() const {
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return NULL;
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}
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TMap<UResourceData*, float> AFSDGameState::GetCollectedResources() const {
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return TMap<UResourceData*, float>();
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}
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TArray<UFSDEvent*> AFSDGameState::GetActiveEventsFromMission() const {
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return TArray<UFSDEvent*>();
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}
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void AFSDGameState::ClientNewMessage_Implementation(const FFSDChatMessage& Msg) {
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}
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void AFSDGameState::Client_StartPressed() {
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}
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void AFSDGameState::Client_NewLocalizedMessage_Implementation(const FFSDLocalizedChatMessage& Msg) {
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}
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bool AFSDGameState::AllMissionEndResultsReceived() const {
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return false;
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}
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void AFSDGameState::All_SpawnScaledEffectAt_Implementation(FScaledEffect Effect, FVector_NetQuantize Location) {
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}
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void AFSDGameState::All_SpawnScaledEffectAndCueAt_Implementation(FScaledEffect Effect, USoundCue* audio, FVector_NetQuantize Location) {
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}
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void AFSDGameState::All_ServerQuit_Implementation() {
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}
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void AFSDGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFSDGameState, CurrentLevel);
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DOREPLIFETIME(AFSDGameState, EscapePod);
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DOREPLIFETIME(AFSDGameState, FSDSessionID);
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DOREPLIFETIME(AFSDGameState, BoscoReviveCounter);
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DOREPLIFETIME(AFSDGameState, ActivePlayerCharacters);
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DOREPLIFETIME(AFSDGameState, Objectives);
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DOREPLIFETIME(AFSDGameState, CompletedGameEventName);
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DOREPLIFETIME(AFSDGameState, GeneratedMissionSeed);
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DOREPLIFETIME(AFSDGameState, objectivesCompleted);
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DOREPLIFETIME(AFSDGameState, CurrentDifficultySetting);
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DOREPLIFETIME(AFSDGameState, MissionTime);
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DOREPLIFETIME(AFSDGameState, PreventLatejoinCharacterDuplication);
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DOREPLIFETIME(AFSDGameState, StartPressed);
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DOREPLIFETIME(AFSDGameState, ContinuePressed);
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DOREPLIFETIME(AFSDGameState, ContinuesCountdown);
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DOREPLIFETIME(AFSDGameState, AllDwarvesDown);
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DOREPLIFETIME(AFSDGameState, missionAborted);
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DOREPLIFETIME(AFSDGameState, CountdownRemaining);
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DOREPLIFETIME(AFSDGameState, countdownText);
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}
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AFSDGameState::AFSDGameState() {
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this->CurrentLevel = -1;
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this->EscapePod = NULL;
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this->bTeamDown = false;
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this->CSGWorld = NULL;
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this->LastSupplyPodTimeStamp = 0;
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this->LastCleaningPodTimeStamp = -9999;
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this->ProceduralSetup = NULL;
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this->DelayLateJoin = false;
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this->FakeMovementBase = NULL;
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this->PlayerSurvivalCreditBonus = 100;
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this->ResourceAmountPenalty = 0.25f;
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this->ObjectivesCreditPenalty = 0.25f;
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this->ObjectivesXPPenaltyNormal = 0.25f;
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this->ObjectivesXPPenaltyDeepDives = 0.20f;
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this->BoscoReviveCounter = -1;
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this->SpawnEffects = CreateDefaultSubobject<USpawnEffectsComponent>(TEXT("SpawnEffects"));
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this->MeshScaler = NULL;
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this->GemProximityTracker = CreateDefaultSubobject<UGemProximityTracker>(TEXT("GemProximityTracker"));
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this->AttackerManager = CreateDefaultSubobject<UAttackerManagerComponent>(TEXT("AttackerManager"));
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this->DifficultyManagerComponent = CreateDefaultSubobject<UDifficultyManager>(TEXT("DifficultyManager"));
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this->SoundMixManager = CreateDefaultSubobject<USoundMixManagerComponent>(TEXT("SoundMixManager"));
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this->SeasonReplicatorComponent = CreateDefaultSubobject<USeasonReplicatorComponent>(TEXT("SeasonReplicator"));
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this->TeamResources = CreateDefaultSubobject<UTeamResourcesComponent>(TEXT("TeamResources"));
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this->IsOnSpaceRig = false;
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this->PlayerMadeItToDropPod = true;
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this->objectivesCompleted = false;
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this->CurrentDifficultySetting = NULL;
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this->RememberDifficulty = true;
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this->ProximityTracker = CreateDefaultSubobject<UPlayerProximityTracker>(TEXT("ProximityTracker"));
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this->ShowroomManager = CreateDefaultSubobject<UShowroomManager>(TEXT("ShowroomManager"));
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this->GameStats = NULL;
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this->MissionTime = 0;
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this->MissionStartTime = 0;
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this->MissionHaz = 0;
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this->PreventLatejoinCharacterDuplication = true;
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this->StartPressed = false;
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this->ContinuePressed = false;
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this->ContinuesCountdown = 0;
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this->AllDwarvesDown = false;
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this->missionAborted = false;
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this->CountdownRemaining = -1;
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this->CanCarryOverResources = true;
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this->CurrentPlayerSessionLeader = NULL;
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}
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