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

84 lines
2.4 KiB
C++
Executable file

#include "PlayerHealthComponent.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
UStatusEffect* UPlayerHealthComponent::SetIronWillStatusEffect(TSubclassOf<UStatusEffect> steClass) {
return NULL;
}
void UPlayerHealthComponent::Server_TryActivateIronWill_Implementation() {
}
void UPlayerHealthComponent::OnRep_MaxHealth() {
}
void UPlayerHealthComponent::OnRep_MaxArmor() {
}
void UPlayerHealthComponent::OnRep_ArmorDamage(float oldDamage) {
}
bool UPlayerHealthComponent::IsLowHealth() const {
return false;
}
float UPlayerHealthComponent::GetRemainingIronWillActivationTime() const {
return 0.0f;
}
bool UPlayerHealthComponent::GetIsHealthRegenerating() const {
return false;
}
bool UPlayerHealthComponent::GetIronWillActive() const {
return false;
}
float UPlayerHealthComponent::GetHealthRegeneratingTargetRatio() const {
return 0.0f;
}
void UPlayerHealthComponent::Client_SetHealthRegenerating_Implementation(bool isRegenerating) {
}
void UPlayerHealthComponent::Client_OnFriendlyFire_Implementation(AController* EventInstigator, AActor* DamageCauser) {
}
void UPlayerHealthComponent::Client_HealthFullCannotHeal_Implementation() {
}
bool UPlayerHealthComponent::CanActivateIronWill() const {
return false;
}
void UPlayerHealthComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UPlayerHealthComponent, MaxHealth);
DOREPLIFETIME(UPlayerHealthComponent, MaxArmor);
DOREPLIFETIME(UPlayerHealthComponent, ArmorDamage);
DOREPLIFETIME(UPlayerHealthComponent, IronWillActive);
}
UPlayerHealthComponent::UPlayerHealthComponent() {
this->MaxHealth = 100.00f;
this->MaxArmor = 0.00f;
this->ArmorDamage = 0.00f;
this->ReviveHealthReturnRatio = 1.00f;
this->ReviveArmorReturnRatio = 1.00f;
this->HealthPerCrystalVolume = 0.25f;
this->ArmorRegenCurve = NULL;
this->ShieldRegenDelay = 5.00f;
this->Character = NULL;
this->GenericImpactParticles = NULL;
this->ShieldLinkEffect = NULL;
this->ShieldLinkInstance = NULL;
this->InvulnerabilityDuration = 0.25f;
this->ReviveInvulnerabilityTime = 3.00f;
this->DamageTakenMutator = NULL;
this->IronWillStatusEffectClass = NULL;
this->IronWillStatusEffect = NULL;
this->IronWillActive = false;
this->IronWillTimeToActivate = 0.00f;
}