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

49 lines
1.6 KiB
C++
Executable file

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