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

155 lines
3.5 KiB
C++
Executable file

#include "GameEvent.h"
#include "Components/ChildActorComponent.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
void AGameEvent::TrySetupGameEvent() {
}
void AGameEvent::TriggerEvent() {
}
void AGameEvent::StartShout() {
}
void AGameEvent::StageObjectiveCompleted() {
}
ARessuplyPod* AGameEvent::SpawnEventPod(TSubclassOf<ARessuplyPod> podClass, const FVector& aSpawnLocation, int32 Delay) {
return NULL;
}
AActor* AGameEvent::SpawnEventActor(TSubclassOf<AActor> eventActorClass, const FTransform& aSpawnLocation) {
return NULL;
}
void AGameEvent::SetStageProgress(float Progress) {
}
void AGameEvent::SetProgressBarPct(float InPct) {
}
void AGameEvent::SetObjectivesPerStage(int32 NewObjectivesPerStage) {
}
void AGameEvent::RemoveParticipant(AActor* participant) {
}
void AGameEvent::OnStarterObjectUsed(AEventStarterButton* eventStarter) {
}
void AGameEvent::OnRep_StageProgress() {
}
void AGameEvent::OnRep_ObjectivesPerStage() {
}
void AGameEvent::OnRep_IsEventStartersActive() {
}
void AGameEvent::OnRep_FailedEvent() {
}
void AGameEvent::OnRep_EventStarted() {
}
void AGameEvent::OnRep_EventParticipants() {
}
bool AGameEvent::IsEventCompleted() const {
return false;
}
bool AGameEvent::IsEventActive() const {
return false;
}
float AGameEvent::GetStageProgress() const {
return 0.0f;
}
bool AGameEvent::GetShowTimeOnHUD() const {
return false;
}
bool AGameEvent::GetShowScoreOnHUD() const {
return false;
}
bool AGameEvent::GetShowProgressBar() const {
return false;
}
FText AGameEvent::GetObjectiveText() const {
return FText::GetEmpty();
}
int32 AGameEvent::GetObjectivesPerStage() const {
return 0;
}
FText AGameEvent::GetEventName() const {
return FText::GetEmpty();
}
bool AGameEvent::GetEventFailed() const {
return false;
}
float AGameEvent::GetDelayUITime() const {
return 0.0f;
}
void AGameEvent::EndShout() {
}
FTransform AGameEvent::DebreePositionPoint(AProceduralSetup* Setup, const FVector& fromLocation, float MinDistance, float desiredDistance, UDebrisPositioning* DebrisPositioning, TSubclassOf<AActor> terrainPlacement, float maxPathLength) {
return FTransform{};
}
void AGameEvent::BootUpEvent() {
}
void AGameEvent::AddStageProgress(float progressToAdd) {
}
void AGameEvent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGameEvent, StageProgress);
DOREPLIFETIME(AGameEvent, objectivesPerStage);
DOREPLIFETIME(AGameEvent, EventStartersActive);
DOREPLIFETIME(AGameEvent, EventStarted);
DOREPLIFETIME(AGameEvent, FailedEvent);
DOREPLIFETIME(AGameEvent, EventParticipants);
}
AGameEvent::AGameEvent() {
this->bGameEventSetup = false;
this->StartEventObject = CreateDefaultSubobject<UChildActorComponent>(TEXT("StartEventObject"));
this->EventTriggeredShout = NULL;
this->EventFinishedShout = NULL;
this->EventFailedShout = NULL;
this->EventTriggeredShoutDelay = 0.00f;
this->EventFinishedShoutDelay = 0.00f;
this->StageProgress = 0.00f;
this->TimeLimit = -1.00f;
this->DelayUITime = 0.00f;
this->objectivesPerStage = 10;
this->EventStartersActive = false;
this->StopScriptedWavesWhileActive = false;
this->StopNormalWavesWhileActive = false;
this->EventStarted = false;
this->FailedEvent = false;
this->ShowRemainingTimeOnHUD = false;
this->ShowScoreStatusOnHUD = false;
this->ShowProgressBar = false;
this->ProgressBarPct = 0.00f;
this->SkipEventStarters = false;
}