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Cog Sample: Adding more gameplay
Cog Sample: Make Area a component instead of an actor Cog Sample: Add Basic actor for Projectiles, Areas, etc... Cog Sample: Start to add Projectile Cog Sample: Start to add SpawnPrediction
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#include "CogSampleBasicActor.h"
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#include "Net/Core/PushModel/PushModel.h"
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#include "Net/UnrealNetwork.h"
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//--------------------------------------------------------------------------------------------------------------------------
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ACogSampleBasicActor::ACogSampleBasicActor(const FObjectInitializer& ObjectInitializer)
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{
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleBasicActor::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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FDoRepLifetimeParams Params;
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Params.bIsPushBased = true;
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleBasicActor, Team, Params);
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleBasicActor, ProgressionLevel, Params);
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleBasicActor, Creator, Params);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleBasicActor::SetTeam(int32 Value)
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{
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COMPARE_ASSIGN_AND_MARK_PROPERTY_DIRTY(ACogSampleBasicActor, Team, Value, this);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleBasicActor::SetProgressionLevel(int32 Value)
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{
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COMPARE_ASSIGN_AND_MARK_PROPERTY_DIRTY(ACogSampleBasicActor, ProgressionLevel, Value, this);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleBasicActor::SetCreator(AActor* Value)
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{
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COMPARE_ASSIGN_AND_MARK_PROPERTY_DIRTY(ACogSampleBasicActor, Creator, Value, this);
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}
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