49 lines
1.6 KiB
C++
Executable file
49 lines
1.6 KiB
C++
Executable file
#include "SalvageObjective.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void USalvageObjective::PointRepaired() {
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}
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void USalvageObjective::OnRep_PointsRepaired() {
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}
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void USalvageObjective::OnRep_ActorsToSalvage(int32 prevAmount) {
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}
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void USalvageObjective::OnRep_ActorsSalvaged(int32 prevAmount) {
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}
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void USalvageObjective::OnActorRepaired(URepairableComponent* repairable) {
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}
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FTransform USalvageObjective::FindRepairPointLocation(AProceduralSetup* Setup, const FVector& podLocation, float Radius, float maxVerticalDistance, UDebrisPositioning* DebrisPositioning, TSubclassOf<AActor> terrainPlacement, const TArray<FVector>& locationsToAvoid, UCurveFloat* AvoidCostCurve) {
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return FTransform{};
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}
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void USalvageObjective::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(USalvageObjective, ActorsToSalvage);
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DOREPLIFETIME(USalvageObjective, ActorsSalvaged);
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DOREPLIFETIME(USalvageObjective, PointsRepaired);
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}
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USalvageObjective::USalvageObjective() {
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this->SalvageActorCount = 2;
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this->LegResource = NULL;
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this->LegCountPerActor = 25;
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this->LegDistanceToActor = 2000.00f;
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this->Positioning = NULL;
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this->DamagedPodPositioning = NULL;
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this->DamagedPodMinDistanceToDropZone = 2000.00f;
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this->DamagedPod = NULL;
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this->ActorsToSalvage = 0;
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this->ActorsSalvaged = 0;
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this->RepairPoints = 3;
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this->PointsRepaired = 0;
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this->MinSalvageActorDistanceToLandingZone = 1000.00f;
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this->HasMuleReturnedToPod = false;
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}
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