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Update headers to CL368883
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mircearoata committed Sep 30, 2024
1 parent aa46e2e commit 7938b15
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Showing 33 changed files with 231 additions and 98 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -52,4 +52,4 @@ bool AFGBuildableGeneratorFuel::CanLoadFuel() const{ return bool(); }
bool AFGBuildableGeneratorFuel::CanLoadSupplemental() const{ return bool(); }
bool AFGBuildableGeneratorFuel::FilterFuelClasses(TSubclassOf< UObject > object, int32 idx) const{ return bool(); }
void AFGBuildableGeneratorFuel::UpdateInInventoryFuelTypes(const UFGInventoryComponent* instigatorInventory){ }
void AFGBuildableGeneratorFuel::UpdateUnlockedFuelTypes(){ }
TArray< TSubclassOf< UFGItemDescriptor > > AFGBuildableGeneratorFuel::UpdateUnlockedFuelTypes(){ return TArray< TSubclassOf< UFGItemDescriptor > >(); }
3 changes: 2 additions & 1 deletion Source/FactoryGame/Private/Equipment/FGObjectScanner.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,6 @@ AFGObjectScanner::AFGObjectScanner() : Super() {
this->mBeepDelayMin = 0.2;
this->mDetectionRange = 500.0;
this->mUpdateClosestObjectTime = 2.0;
this->mClosestObject = nullptr;
this->mClosestObjectInScanRange = false;
this->mNormalizedDistanceToClosestObject = 0.0;
this->mAngleToClosestObject = 0.0;
Expand Down Expand Up @@ -51,6 +50,8 @@ void AFGObjectScanner::OpenScannerInteractUI(){ }
void AFGObjectScanner::ForceCloseScannerInteractUI(){ }
void AFGObjectScanner::Input_OpenMenu(const FInputActionValue& actionValue){ }
void AFGObjectScanner::Input_Cycle(const FInputActionValue& actionValue){ }
AActor* AFGObjectScanner::GetClosestObjectIfLoaded() const { return nullptr; }
FVector AFGObjectScanner::GetClosestObjectLocation() const { return FVector(); }
void AFGObjectScanner::Server_SetScannableDescriptor_Implementation(TSubclassOf<UFGItemDescriptor> newScannableDescriptor, EFGScannerCycleDirection cycleDirection, bool shouldPlayAnimation){ }
void AFGObjectScanner::Multicast_PlayCycleAnimation_Implementation(EFGScannerCycleDirection cycleDirection){ }
void AFGObjectScanner::Multicast_PlayBeepAnimation_Implementation(){ }
Expand Down
2 changes: 1 addition & 1 deletion Source/FactoryGame/Private/FGCircuitSubsystem.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -61,5 +61,5 @@ void AFGCircuitSubsystem::RebuildCircuitGroups(){ }
void AFGCircuitSubsystem::RebuildCircuit(int32 circuitID){ }
void AFGCircuitSubsystem::AddComponentToCircuit( UFGCircuitConnectionComponent* component, int32 circuitID, bool rebuildTrivialCircuits){ }
void AFGCircuitSubsystem::RemoveComponentFromCircuit( UFGCircuitConnectionComponent* component){ }
void AFGCircuitSubsystem::OnPowerCircuitStable( UFGPowerCircuit* circuit, AFGPlayerController* fuseResetInstigator){ }
void AFGCircuitSubsystem::OnPowerCircuitStable( AFGPlayerController* fuseResetInstigator ) const{ }
void AFGCircuitSubsystem::RemovePowerCircuitStabilityData(int32 circuitID){ }
4 changes: 4 additions & 0 deletions Source/FactoryGame/Private/FGConveyorItemSubSystem.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -22,9 +22,13 @@ AFGConveyorItemSubsystem::AFGConveyorItemSubsystem() : Super() {
}
AFGConveyorItemSubsystem* AFGConveyorItemSubsystem::Get(UWorld* world){ return nullptr; }
void AFGConveyorItemSubsystem::LazyAddConveyorItemOfClass(UClass* Descriptor){ }
void AFGConveyorItemSubsystem::AddLookupTable(AFGConveyorChainActor* Actor, const TArray<FVector3f>& Position, const TArray<FQuat4f>& Quats){ }
void AFGConveyorItemSubsystem::RemoveChainActorFromLookupTable(AFGConveyorChainActor* ChainActor){ }
void AFGConveyorItemSubsystem::Tick(float DeltaSeconds){ }
void AFGConveyorItemSubsystem::BeginPlay(){ }
void AFGConveyorItemSubsystem::EndPlay(const EEndPlayReason::Type EndPlayReason){ }
void AFGConveyorItemSubsystem::InitializeConveyorItems(){ }
void AFGConveyorItemSubsystem::Update(){ }
void AFGConveyorItemSubsystem::CleanupLookupTables(){ }
void AFGConveyorItemSubsystem::AddNewLookupTables(){ }
bool AFGConveyorItemSubsystem::mIsConveyorRendererActive = bool();
3 changes: 3 additions & 0 deletions Source/FactoryGame/Private/FGDroneVehicle.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -145,13 +145,15 @@ void FDroneAction_TraversePath::Begin(){ }
void FDroneAction_TraversePath::End(){ }
void FDroneAction_TraversePath::ReceiveActionEvent(EDroneActionEvent ActionEvent, void* EventData){ }
bool FDroneAction_TraversePath::IsDone() const{ return bool(); }
void FDroneAction_TraversePath::PostLoadGame(int32 saveVersion){ }
void FDroneAction_TraversePath::OnDestinationReached(){ }
FDroneAction_MoveToLocation::FDroneAction_MoveToLocation(){ }
FDroneAction_MoveToLocation::FDroneAction_MoveToLocation(AFGDroneVehicle* drone, const FVector& location, EDroneFlyingMode flyingMode, const FVector& directionToFace , EDroneDirectionFacingIstruction directionFacingInstruction){ }
void FDroneAction_MoveToLocation::Begin(){ }
void FDroneAction_MoveToLocation::End(){ }
void FDroneAction_MoveToLocation::ReceiveActionEvent(EDroneActionEvent ActionEvent, void* EventData){ }
bool FDroneAction_MoveToLocation::IsDone() const{ return bool(); }
void FDroneAction_MoveToLocation::PostLoadGame(int32 saveVersion){ }
void FDroneAction_MoveToLocation::OnDestinationReached(){ }
#if !UE_BUILD_SHIPPING
void FDroneAction_RequestDocking::ShowDebug(FString& out_concatDebugString){ }
Expand Down Expand Up @@ -186,3 +188,4 @@ FDroneAction_TravelStartSequence::FDroneAction_TravelStartSequence(AFGDroneVehic
void FDroneAction_TravelStartSequence::Begin(){ }
void FDroneAction_TravelStartSequence::End(){ }
float FDroneAction_TravelStartSequence::GetActionDuration() const{ return float(); }
void FDroneAction_TravelStartSequence::PostLoadGame(int32 saveVersion){ }
2 changes: 2 additions & 0 deletions Source/FactoryGame/Private/FGDropPod.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
#include "FGPowerConnectionComponent.h"
#include "FGPowerInfoComponent.h"
#include "Net/UnrealNetwork.h"
#include "UObject/ObjectSaveContext.h"

#if WITH_EDITOR
void AFGDropPod::PostLoad(){ Super::PostLoad(); }
Expand Down Expand Up @@ -47,6 +48,7 @@ void AFGDropPod::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifeti
}
void AFGDropPod::BeginPlay(){ }
void AFGDropPod::EndPlay(const EEndPlayReason::Type endPlayReason){ }
void AFGDropPod::PreSave(FObjectPreSaveContext SaveContext){ Super::PreSave(SaveContext); }
void AFGDropPod::GainedSignificance_Implementation(){ }
void AFGDropPod::LostSignificance_Implementation(){ }
void AFGDropPod::GetConditionalReplicatedProps(TArray<FFGCondReplicatedProperty>& outProps) const{ }
Expand Down
2 changes: 2 additions & 0 deletions Source/FactoryGame/Private/FGItemPickup.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@

#include "FGItemPickup.h"
#include "Net/UnrealNetwork.h"
#include "UObject/ObjectSaveContext.h"

AFGItemPickup::AFGItemPickup() : Super() {
this->mSignificanceRange = 5000.0;
Expand Down Expand Up @@ -29,6 +30,7 @@ void AFGItemPickup::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLif
void AFGItemPickup::Serialize(FArchive& ar){ Super::Serialize(ar); }
void AFGItemPickup::BeginPlay(){ }
void AFGItemPickup::EndPlay(const EEndPlayReason::Type EndPlayReason){ }
void AFGItemPickup::PreSave(FObjectPreSaveContext SaveContext){ Super::PreSave(SaveContext); }
void AFGItemPickup::PreSaveGame_Implementation(int32 saveVersion, int32 gameVersion){ }
void AFGItemPickup::PostSaveGame_Implementation(int32 saveVersion, int32 gameVersion){ }
void AFGItemPickup::PreLoadGame_Implementation(int32 saveVersion, int32 gameVersion){ }
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -24,13 +24,15 @@ void UFGLightweightBuildableRemovalBundle::GetLifetimeReplicatedProps(TArray<FLi
DOREPLIFETIME(UFGLightweightBuildableRemovalBundle, mFullSize);
}
void UFGLightweightBuildableRemovalBundle::PostInitProperties(){ Super::PostInitProperties(); }
void UFGLightweightBuildableRemovalBundle::OnRep_BuildableClass() { }
void UFGLightweightCustomizationBundle::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFGLightweightCustomizationBundle, mLightweightCustomizationArray);
DOREPLIFETIME(UFGLightweightCustomizationBundle, mBuildableClass);
DOREPLIFETIME(UFGLightweightCustomizationBundle, mFullSize);
}
void UFGLightweightCustomizationBundle::PostInitProperties(){ Super::PostInitProperties(); }
void UFGLightweightCustomizationBundle::OnRep_BuildableClass(){ }
AFGLightweightBuildableRepProxy::AFGLightweightBuildableRepProxy() : Super() {
this->PrimaryActorTick.TickGroup = ETickingGroup::TG_PrePhysics;
this->PrimaryActorTick.EndTickGroup = ETickingGroup::TG_PrePhysics;
Expand Down Expand Up @@ -63,8 +65,8 @@ void AFGLightweightBuildableRepProxy::Server_NotifyBundleBunchReceived_Implement
void AFGLightweightBuildableRepProxy::Server_NotifyBundleInitialRepReceived_Implementation(UFGLightweightBuildableConstructionBundle* bundle){ }
void AFGLightweightBuildableRepProxy::NotifyConstructBundleInitialRepReceived(UFGLightweightBuildableConstructionBundle* bundle){ }
void AFGLightweightBuildableRepProxy::Client_SendConstructionBundle_Implementation(UFGLightweightBuildableConstructionBundle* bundle, const TArray< FLightweightBuildableReplicationItem >& Items){ }
void AFGLightweightBuildableRepProxy::Server_NotifyRemovalBundleReplicated_Implementation(UFGLightweightBuildableRemovalBundle* removalBundle){ }
void AFGLightweightBuildableRepProxy::Server_NotifyCustomizationBundleReplicated_Implementation(UFGLightweightCustomizationBundle* customizationBundle){ }
void AFGLightweightBuildableRepProxy::Server_NotifyRemovalBundleReplicated_Implementation(int32 clientCount, UFGLightweightBuildableRemovalBundle* removalBundle){ }
void AFGLightweightBuildableRepProxy::Server_NotifyCustomizationBundleReplicated_Implementation(int32 clientCount, UFGLightweightCustomizationBundle* customizationBundle){ }
AFGLightweightBuildableSubsystem::AFGLightweightBuildableSubsystem() : Super() {
this->mCachedLocalRepProxy = nullptr;
this->mBuildEffectComponentActor = nullptr;
Expand Down
3 changes: 1 addition & 2 deletions Source/FactoryGame/Private/FGPlayerController.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,6 @@ AFGPlayerController::AFGPlayerController() : Super() {
this->mSpeedToReachForAchievement = 4166.67;
this->mIsRespawning = false;
this->mCachedMapAreaTexture = nullptr;
this->mInTutorialMode = false;
this->mRespawnFromDeath = false;
this->mRespawnFromJoin = false;
this->mMinPhotoModeFOV = 5;
Expand All @@ -45,7 +44,6 @@ void AFGPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>&
DOREPLIFETIME(AFGPlayerController, mLightweightBuildableRepProxy);
DOREPLIFETIME(AFGPlayerController, mRemoteCallObjects);
DOREPLIFETIME(AFGPlayerController, mIsRespawning);
DOREPLIFETIME(AFGPlayerController, mInTutorialMode);
DOREPLIFETIME(AFGPlayerController, mDedicatedServerPrivilegeLevel);
}
void AFGPlayerController::PostInitializeComponents(){ Super::PostInitializeComponents(); }
Expand Down Expand Up @@ -117,6 +115,7 @@ void AFGPlayerController::ClientPlayCameraAnimationSequence_Implementation( UCam
float AFGPlayerController::GetObjectScreenRadius(AActor* actor, float boundingRadius){ return float(); }
float AFGPlayerController::GetScreenBasedObjectRadius(AActor* actor, float screenRadius){ return float(); }
void AFGPlayerController::SetDisabledInputGate(FDisabledInputGate newDisabledInputGate){ }
bool AFGPlayerController::IsInTutorialMode(){ return bool() ;}
void AFGPlayerController::Client_NotifyHitFeedback_Implementation(EHitFeedbackType feedbackType, AActor* damageCauser, AFGCharacterBase* hitCharacter){ }
void AFGPlayerController::Client_SendChatMessage_Implementation(const FChatMessageStruct& chatMessage){ }
FString AFGPlayerController::GetScreenshotPath(bool isHighRes){ return FString(); }
Expand Down
2 changes: 2 additions & 0 deletions Source/FactoryGame/Private/FGPlayerState.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -128,6 +128,8 @@ void AFGPlayerState::PostLoadGame_Implementation(int32 saveVersion, int32 gameVe
void AFGPlayerState::GatherDependencies_Implementation(TArray< UObject* >& out_dependentObjects){ }
bool AFGPlayerState::NeedTransform_Implementation(){ return bool(); }
bool AFGPlayerState::ShouldSave_Implementation() const{ return bool(); }
void AFGPlayerState::RegisterPlayerWithSessionRemote(bool bWasFromInvite){ }
void AFGPlayerState::RegisterPlayerWithSessionAuthoritative(bool bWasFromInvite){ }
void AFGPlayerState::SetPlayerColorData(FPlayerColorData slotData){ }
void AFGPlayerState::SetCreatureHostility(EPlayerHostilityMode hostility){ }
void AFGPlayerState::Server_SetCreatureHostility_Implementation(EPlayerHostilityMode hostility){ }
Expand Down
11 changes: 7 additions & 4 deletions Source/FactoryGame/Private/FGScannableDetails.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,11 @@
bool FScannableObjectData::operator ==(const FScannableObjectData& other) const{ return bool(); }
bool FScannableObjectData::operator !=(const FScannableObjectData& other) const{ return bool(); }
bool FScannableDetails::HasRequiredSchematic() const{ return bool(); }
FScannableActorDetails::FScannableActorDetails(AActor* actor){ }
FScannableActorDetails::FScannableActorDetails(const struct FWorldScannableData& scannableData) { }
FVector FScannableActorDetails::GetActorLocation() const { return FVector(); }
TSubclassOf< class UFGSchematic > FScannableDetails::GetRequiredSchematic() const{ return TSubclassOf<class UFGSchematic>(); }
AActor* UFGScannableDetails::FindClosestRelevantActor( UWorld* world, const FVector& scanLocation, const float maxRangeSquare, TSubclassOf<AActor> actorClassToScanFor) const{ return nullptr; }
AActor* UFGScannableDetailsHostileCreature::FindClosestRelevantActor(UWorld* world, const FVector& scanLocation, const float maxRangeSquared, TSubclassOf<AActor> actorClassToScanFor) const{ return nullptr; }
AActor* UFGScannableDetailsRegrowingPickups::FindClosestRelevantActor(UWorld* world, const FVector& scanLocation, const float maxRangeSquared, TSubclassOf<AActor> actorClassToScanFor) const{ return nullptr; }
AActor* UFGScannableDetailsHarddrive::FindClosestRelevantActor(UWorld* world, const FVector& scanLocation, const float maxRangeSquared, TSubclassOf<AActor> actorClassToScanFor) const{ return nullptr; }
FScannableActorDetails UFGScannableDetails::FindClosestRelevantActor( UWorld* world, const FVector& scanLocation, const float maxRangeSquare, TSubclassOf<AActor> actorClassToScanFor) const{ return FScannableActorDetails(); }
FScannableActorDetails UFGScannableDetailsHostileCreature::FindClosestRelevantActor(UWorld* world, const FVector& scanLocation, const float maxRangeSquared, TSubclassOf<AActor> actorClassToScanFor) const{ return FScannableActorDetails(); }
FScannableActorDetails UFGScannableDetailsRegrowingPickups::FindClosestRelevantActor(UWorld* world, const FVector& scanLocation, const float maxRangeSquared, TSubclassOf<AActor> actorClassToScanFor) const{ return FScannableActorDetails(); }
FScannableActorDetails UFGScannableDetailsHarddrive::FindClosestRelevantActor(UWorld* world, const FVector& scanLocation, const float maxRangeSquared, TSubclassOf<AActor> actorClassToScanFor) const{ return FScannableActorDetails(); }
5 changes: 2 additions & 3 deletions Source/FactoryGame/Private/FGScannableSubsystem.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,6 @@ AFGScannableSubsystem* AFGScannableSubsystem::Get(UWorld* world){ return nullptr
AFGScannableSubsystem* AFGScannableSubsystem::Get(UObject* worldContext){ return nullptr; }
void AFGScannableSubsystem::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFGScannableSubsystem, mUnlootedDropPods);
}
void AFGScannableSubsystem::BeginPlay(){ }
void AFGScannableSubsystem::EndPlay(const EEndPlayReason::Type EndPlayReason){ }
Expand All @@ -21,5 +20,5 @@ void AFGScannableSubsystem::OnCreatureSpawnerUpdated( AFGCreatureSpawner* creatu
void AFGScannableSubsystem::OnCreatureSpawnerAdded( AFGCreatureSpawner* creatureSpawner){ }
void AFGScannableSubsystem::OnCreatureSpawnerRemoved( AFGCreatureSpawner* creatureSpawner){ }
bool AFGScannableSubsystem::DoesPickupExist(const FGuid& PickupGuid) const{ return bool(); }
void AFGScannableSubsystem::CacheDropPods(){ }
void AFGScannableSubsystem::AssignAvailableItemPickups(const TArray< FWorldScannableData >& ItemPickups){ }
bool AFGScannableSubsystem::HasDropPodBeenLooted(const FGuid& dropPodGuid) const { return bool(); }
void AFGScannableSubsystem::AssignScannableData(const TArray<FWorldScannableData>& itemPickups, const TArray<FWorldScannableData>& dropPods){ }
15 changes: 9 additions & 6 deletions Source/FactoryGame/Private/FGWorldScannableData.cpp
Original file line number Diff line number Diff line change
@@ -1,15 +1,18 @@
// This file has been automatically generated by the Unreal Header Implementation tool

#include "FGWorldScannableData.h"
#include "UObject/ObjectSaveContext.h"

FWorldScannableData::FWorldScannableData(AActor* actor){ }
FWorldScannableData::FWorldScannableData() { }
#if WITH_EDITOR
void UFGWorldScannableData::GenerateWorldScannableData(UWorld* world){ }
#endif
#if WITH_EDITOR
void AFGWorldScannableDataGenerator::GenerateWorldScannableData(){ }
#endif
FWorldScannableData::FWorldScannableData(const AActor* actor) { }
FWorldScannableData::FWorldScannableData(const class FWorldPartitionActorDesc* ActorDesc, int32 PIEInstanceIndex) { }
#endif
AFGWorldScannableDataGenerator::AFGWorldScannableDataGenerator() : Super() {

}
void AFGWorldScannableDataGenerator::BeginPlay(){ }
void AFGWorldScannableDataGenerator::PreSave(FObjectPreSaveContext SaveContext){ Super::PreSave(SaveContext); }
#if WITH_EDITOR
void AFGWorldScannableDataGenerator::CacheWorldScannableData(){ }
#endif
Original file line number Diff line number Diff line change
Expand Up @@ -8,4 +8,5 @@ AFGWallAttachmentHologram::AFGWallAttachmentHologram() : Super() {
this->mSnapAxis = EAxis::X;
this->mNeedsValidFloor = false;
}
void AFGWallAttachmentHologram::SetHologramLocationAndRotation(const FHitResult& hitResult){ }
void AFGWallAttachmentHologram::CheckValidPlacement(){ }
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@ UMaterialInterface* UFGResourceNodeRepresentation::GetRepresentationCompassEffec
FVector2f UFGResourceNodeRepresentation::GetRepresentationCompassEffectSize() const{ return FVector2f(); }
bool UFGResourceNodeRepresentation::UpdateRepresentationCompassEffectMaterial(UMaterialInstanceDynamic* compassMaterialInstance, APlayerController* ownerPlayerController, float distanceToPlayer, float totalTime){ return bool(); }
bool UFGResourceNodeRepresentation::IsImportantCompassRepresentation() const{ return bool(); }
bool UFGResourceNodeRepresentation::GetShouldShowOnMap() const{ return bool(); }
void UFGResourceNodeRepresentation::SetupResourceNodeRepresentation( AFGResourceNodeBase* resourceNode){ }
bool UFGResourceNodeRepresentation::IsCluster() const{ return bool(); }
bool UFGResourceNodeRepresentation::IsOccupied() const{ return bool(); }
Original file line number Diff line number Diff line change
Expand Up @@ -146,7 +146,7 @@ class FACTORYGAME_API AFGBuildableGeneratorFuel : public AFGBuildableGenerator
bool FilterFuelClasses( TSubclassOf< UObject > object, int32 idx ) const;

void UpdateInInventoryFuelTypes( const UFGInventoryComponent* instigatorInventory );
void UpdateUnlockedFuelTypes();
TArray< TSubclassOf< UFGItemDescriptor > > UpdateUnlockedFuelTypes();

protected:
/** Kept for save game compatibility. @see mDefaultFuelClasses */
Expand Down
12 changes: 10 additions & 2 deletions Source/FactoryGame/Public/Equipment/FGObjectScanner.h
Original file line number Diff line number Diff line change
Expand Up @@ -104,6 +104,14 @@ class FACTORYGAME_API AFGObjectScanner : public AFGEquipment
UFUNCTION( NetMulticast, Reliable )
void Multicast_PlayBeepAnimation();

/** Returns the location of the object closest to the scanner if it is loaded, otherwise returns null */
UFUNCTION( BlueprintPure, Category = "Scanner" )
AActor* GetClosestObjectIfLoaded() const;

/** Returns the location of the object closest to the scanner. If the object is not loaded, returns the estimated location */
UFUNCTION( BlueprintPure, Category = "Scanner" )
FVector GetClosestObjectLocation() const;

/** Called when the scanner should play the "Beep" VFX when the object is in range */
UFUNCTION( BlueprintImplementableEvent, Category = "Scanner", DisplayName = "PlayScannerBeepVFX" )
void K2_PlayScannerBeepVFX();
Expand Down Expand Up @@ -172,8 +180,8 @@ class FACTORYGAME_API AFGObjectScanner : public AFGEquipment
float mUpdateClosestObjectTime;

/** The current closest Object */
UPROPERTY( BlueprintReadOnly, ReplicatedUsing = OnRep_ClosestObject, Category = "Scanner" )
class AActor* mClosestObject;
UPROPERTY( ReplicatedUsing = OnRep_ClosestObject )
FScannableActorDetails mClosestObject;

UPROPERTY( BlueprintReadOnly, Category = "Scanner" )
bool mClosestObjectInScanRange;
Expand Down
7 changes: 3 additions & 4 deletions Source/FactoryGame/Public/FGCharacterMovementComponent.h
Original file line number Diff line number Diff line change
Expand Up @@ -546,6 +546,9 @@ class FACTORYGAME_API UFGCharacterMovementComponent final : public UCharacterMov
/** Keeps is the player sprinting this update or not? */
bool mIsSliding;

/** Keep track of what status was for mIsSliding */
bool mLastIsSliding;

/** True if the player is pressing jump */
bool mIsPressingJump;

Expand Down Expand Up @@ -765,10 +768,6 @@ class FSavedMove_FGMovement final : public FSavedMove_Character
uint8 mSavedIsPressingJump : 1;

uint8 mSavedWantsToSprintOnZipline : 1;

float mSavedSlideTime;

float mSavedLastSlideTime;

FVector mSavedHookLocation;

Expand Down
2 changes: 1 addition & 1 deletion Source/FactoryGame/Public/FGCircuitSubsystem.h
Original file line number Diff line number Diff line change
Expand Up @@ -200,7 +200,7 @@ class FACTORYGAME_API AFGCircuitSubsystem : public AFGSubsystem, public IFGSaveI
void RemoveComponentFromCircuit( class UFGCircuitConnectionComponent* component );

/** Called when a power circuit is considered stable. */
void OnPowerCircuitStable( class UFGPowerCircuit* circuit, class AFGPlayerController* fuseResetInstigator );
void OnPowerCircuitStable( AFGPlayerController* fuseResetInstigator ) const;

void RemovePowerCircuitStabilityData( int32 circuitID );

Expand Down
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