124 lines
2.9 KiB
C++
Executable file
124 lines
2.9 KiB
C++
Executable file
#include "InventoryComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void UInventoryComponent::UpdateFromSaveGameInSlot(EItemCategory Category) {
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}
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void UInventoryComponent::StartGrenadeThrow() {
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}
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void UInventoryComponent::Server_ThrowItem_Implementation(AActor* Item, FVector force, bool PlayMontage) {
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}
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void UInventoryComponent::Server_ThrowFlare_Implementation() {
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}
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void UInventoryComponent::ResupplyGrenades(float percentage) {
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}
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void UInventoryComponent::Resupply(float percentage) {
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}
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void UInventoryComponent::PickupItemInstance(AItem* Item) {
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}
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AItem* UInventoryComponent::PickupItem(TSubclassOf<AItem> itemClass) {
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return NULL;
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}
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void UInventoryComponent::OnRep_FlareClass() {
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}
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bool UInventoryComponent::IsTerrainScannerEquipped() const {
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return false;
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}
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bool UInventoryComponent::HasPickedUpItem() const {
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return false;
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}
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bool UInventoryComponent::HasDrink() const {
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return false;
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}
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int32 UInventoryComponent::GetTotalAmmoLeft() const {
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return 0;
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}
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ARecallableSentryGunItem* UInventoryComponent::GetRecallableSentryGunItem() const {
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return NULL;
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}
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AItem* UInventoryComponent::GetOrCreateUnlistedItem(TSubclassOf<AItem> ItemType) {
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return NULL;
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}
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AItem* UInventoryComponent::GetItem(EItemCategory Category) const {
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return NULL;
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}
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AItem* UInventoryComponent::GetEquippedItem() const {
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return NULL;
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}
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AActor* UInventoryComponent::GetCarriedItem() const {
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return NULL;
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}
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bool UInventoryComponent::EquipCategory(EItemCategory Category) {
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return false;
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}
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void UInventoryComponent::Equip(AItem* Item) {
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}
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void UInventoryComponent::EndGrenadeThrow() {
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}
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void UInventoryComponent::DropPickedupItem() {
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}
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void UInventoryComponent::Client_Resupply_Implementation(float percentage) {
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}
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void UInventoryComponent::AnimationNotify2() {
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}
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void UInventoryComponent::AnimationNotify1() {
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}
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void UInventoryComponent::All_PlayThrowMontage_Implementation(AActor* Item) {
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}
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void UInventoryComponent::AddItemClass(TSubclassOf<AItem> itemClass) {
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}
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void UInventoryComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UInventoryComponent, flareClass);
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}
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UInventoryComponent::UInventoryComponent() {
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this->InventoryList = NULL;
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this->ThrownGrenadeClass = NULL;
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this->flareClass = NULL;
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this->OutOfFlaresSound = NULL;
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this->OutOfFlaresShout = NULL;
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this->FlareAngle = 0.00f;
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this->FlareCooldown = 0.00f;
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this->FlareProductionTime = 0.00f;
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this->FlareProductionTimeLeft = 0.00f;
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this->MaxFlares = 0;
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this->Flares = 0;
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this->FlareCooldownRemaining = 0.00f;
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this->bItemsLoaded = false;
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this->MiningItem = NULL;
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this->GrenadeItem = NULL;
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this->LaserPointerItem = NULL;
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this->TerrainScannerItem = NULL;
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this->ResupplyItem = NULL;
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this->RecallableSentryGunItem = NULL;
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}
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