30 lines
874 B
C++
Executable file
30 lines
874 B
C++
Executable file
#include "RepairObjective.h"
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#include "Net/UnrealNetwork.h"
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void URepairObjective::OnRep_RepairedObjectives() {
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}
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void URepairObjective::OnRep_ObjectivesToRepair() {
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}
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void URepairObjective::OnObjectiveRepaired(URepairableComponent* repairable) {
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}
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void URepairObjective::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(URepairObjective, RepairedObjectives);
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DOREPLIFETIME(URepairObjective, ObjectivesToRepair);
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}
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URepairObjective::URepairObjective() {
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this->RepairedObjectives = 0;
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this->ObjectivesToRepair = 3;
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this->RepairObjectiveResource = NULL;
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this->Positioning = NULL;
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this->RepairResourcesPerActor = 25;
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this->RepairResourceDistanceFromActor = 2000.00f;
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this->MinRepairObjectiveDistanceToLandingZone = 1000.00f;
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}
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