69 lines
2.1 KiB
C++
Executable file
69 lines
2.1 KiB
C++
Executable file
#include "SaveGameStateComponent.h"
|
|
#include "Net/UnrealNetwork.h"
|
|
|
|
void USaveGameStateComponent::SetCampaign() {
|
|
}
|
|
|
|
void USaveGameStateComponent::Server_SetVictoryPose_Implementation(UVictoryPose* pose) {
|
|
}
|
|
|
|
void USaveGameStateComponent::Server_SetPlayerProgress_Implementation(const FPlayerProgress& Progress) {
|
|
}
|
|
|
|
void USaveGameStateComponent::Server_SetLoadout_Implementation(const FItemLoadout& Loadout, const TArray<FItemUpgradeSelection>& weaponLoadouts) {
|
|
}
|
|
|
|
void USaveGameStateComponent::Server_SetEquippedPerks_Implementation(const TArray<FSaveGameStatePerkItem>& perks) {
|
|
}
|
|
|
|
void USaveGameStateComponent::Server_SetCredits_Implementation(const int32 Amount) {
|
|
}
|
|
|
|
void USaveGameStateComponent::Server_SetCharacterStats_Implementation(const TArray<FCharacterProgress>& Stats) {
|
|
}
|
|
|
|
void USaveGameStateComponent::Server_SetActiveCampaignMission_Implementation(FActiveCampaingMission Data) {
|
|
}
|
|
|
|
void USaveGameStateComponent::RefreshLoadoutFromSave(UPlayerCharacterID* characterID) {
|
|
}
|
|
|
|
void USaveGameStateComponent::OnRep_PlayerProgress() {
|
|
}
|
|
|
|
void USaveGameStateComponent::OnRep_ItemUpgradeSelections() {
|
|
}
|
|
|
|
void USaveGameStateComponent::OnRep_Credits() {
|
|
}
|
|
|
|
void USaveGameStateComponent::OnRep_CharacterStats() {
|
|
}
|
|
|
|
void USaveGameStateComponent::OnRep_ActiveCampaignMission() {
|
|
}
|
|
|
|
FCharacterProgress USaveGameStateComponent::GetCharacterStat(UPlayerCharacterID* characterID) {
|
|
return FCharacterProgress{};
|
|
}
|
|
|
|
UGeneratedMission* USaveGameStateComponent::GetActiveCampaignMission() const {
|
|
return NULL;
|
|
}
|
|
|
|
void USaveGameStateComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
|
|
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
|
|
|
DOREPLIFETIME(USaveGameStateComponent, Credits);
|
|
DOREPLIFETIME(USaveGameStateComponent, VictoryPose);
|
|
DOREPLIFETIME(USaveGameStateComponent, ActiveCampaignMission);
|
|
DOREPLIFETIME(USaveGameStateComponent, ItemUpgradeSelections);
|
|
DOREPLIFETIME(USaveGameStateComponent, PlayerProgress);
|
|
DOREPLIFETIME(USaveGameStateComponent, CharacterStats);
|
|
}
|
|
|
|
USaveGameStateComponent::USaveGameStateComponent() {
|
|
this->Credits = 0;
|
|
this->VictoryPose = NULL;
|
|
}
|
|
|