コード例 #1
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ファイル: OpenBarrierConsole.cpp プロジェクト: Onyrick/TGCO
void AOpenBarrierConsole::GetLifetimeReplicatedProps(TArray<FLifetimeProperty> & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	// Replicate to everyone
	DOREPLIFETIME(AOpenBarrierConsole, OpeningCode);
	DOREPLIFETIME(AOpenBarrierConsole, Displayer);
}
コード例 #2
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ファイル: ItemPickup.cpp プロジェクト: mrG7/Rade
void AItemPickup::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AItemPickup, Mesh);
	DOREPLIFETIME(AItemPickup, SkeletalMesh);
}
コード例 #3
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void UARAttributeBaseComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UARAttributeBaseComponent, ActivePeriodicEffects);
	DOREPLIFETIME(UARAttributeBaseComponent, ModifiedAttribute);
}
コード例 #4
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void UGSItemWeaponInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UGSItemWeaponInfo, CurrentHand);
	DOREPLIFETIME(UGSItemWeaponInfo, LastAttachedSocket);
}
コード例 #5
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void UAbilityTask_MoveToLocation::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	DOREPLIFETIME(UAbilityTask_MoveToLocation, StartLocation);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, TargetLocation);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, DurationOfMovement);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, LerpCurve);
}
コード例 #6
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void AGISPickupActor::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AGISPickupActor, ItemToLoot);
	DOREPLIFETIME(AGISPickupActor, bIsCurrentlyBeingLooted);
}
コード例 #7
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ファイル: Projectile.cpp プロジェクト: weelcheel/Mythos-Realm
void AProjectile::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AProjectile, homingTarget);
	DOREPLIFETIME(AProjectile, hitSound);
}
コード例 #8
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ファイル: Inventory.cpp プロジェクト: jonny2027/Rade
void UInventory::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(UInventory, Items);
	DOREPLIFETIME(UInventory, TotalWeight);
	DOREPLIFETIME(UInventory, ThePlayer);
}
コード例 #9
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void ASBombActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASBombActor, bIsFuzeActive);
	DOREPLIFETIME(ASBombActor, bExploded);
}
コード例 #10
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void UGSItemWeaponRangedInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeaponClass);
	DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeapon);
}
コード例 #11
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void AProjectileSpell::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AProjectileSpell, GeometryComponent);
	DOREPLIFETIME(AProjectileSpell, DestroyOnValidCollision);
}
コード例 #12
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void AMainGameState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AMainGameState, GameStartCountdown);
	DOREPLIFETIME(AMainGameState, ConnectedPlayersArray);
}
コード例 #13
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ファイル: ARBeamCue.cpp プロジェクト: Aboutdept/ActionRPGGame
void UARBeamCue::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UARBeamCue, HitInfo);
	DOREPLIFETIME(UARBeamCue, IsFiring);
}
コード例 #14
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void ASGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASGameState, ElapsedGameMinutes);
	DOREPLIFETIME(ASGameState, bIsNight);
}
コード例 #15
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void ASyncedMapPhysicsEntity::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredPos);
	DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredRot);
}
コード例 #16
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ファイル: RadePlayerState.cpp プロジェクト: ZioYuri78/Rade
// Replication of data
void ARadePlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(ARadePlayerState, DeathCount);
	DOREPLIFETIME(ARadePlayerState, KillCount);
	DOREPLIFETIME(ARadePlayerState, PlayerColor);
}
コード例 #17
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ファイル: ShooterPickup.cpp プロジェクト: tegleg/teggame
void AShooterPickup::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
	Super::GetLifetimeReplicatedProps( OutLifetimeProps );

	DOREPLIFETIME( AShooterPickup, bIsActive );
	DOREPLIFETIME( AShooterPickup, PickedUpBy );
}
コード例 #18
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void AFlySkillActor::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(AFlySkillActor, TargetLocation);
	DOREPLIFETIME(AFlySkillActor, TargetActor);
	DOREPLIFETIME(AFlySkillActor, TeamId);
}
コード例 #19
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void AController::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
	Super::GetLifetimeReplicatedProps( OutLifetimeProps );

	DOREPLIFETIME( AController, PlayerState );
	DOREPLIFETIME( AController, Pawn );
}
コード例 #20
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void AMagicBattleSoccerWeapon::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AMagicBattleSoccerWeapon, MyPawn);
	DOREPLIFETIME(AMagicBattleSoccerWeapon, ServerState);
}
コード例 #21
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void AZombieShooterCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	// Replicate to everyone
	DOREPLIFETIME(AZombieShooterCharacter, Rotation);
	DOREPLIFETIME(AZombieShooterCharacter, Projectile);
}
コード例 #22
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void UARActionStateComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UARActionStateComponent, IsCasting);
	DOREPLIFETIME(UARActionStateComponent, IsRecharing);
	DOREPLIFETIME(UARActionStateComponent, Owner);
}
コード例 #23
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void AUTWeaponPawn::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AUTWeaponPawn, MyVehicleWeapon);
	DOREPLIFETIME(AUTWeaponPawn, MyVehicle);
	DOREPLIFETIME(AUTWeaponPawn, MySeatIndex);
}
コード例 #24
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void AGameplayAbilityTargetActor::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(AGameplayAbilityTargetActor, StartLocation);
	DOREPLIFETIME(AGameplayAbilityTargetActor, SourceActor);
	DOREPLIFETIME(AGameplayAbilityTargetActor, bDebug);
	DOREPLIFETIME(AGameplayAbilityTargetActor, bDestroyOnConfirmation);
}
コード例 #25
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void ALobbyBeaconState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ALobbyBeaconState, Players);
	DOREPLIFETIME(ALobbyBeaconState, bLobbyStarted);
	DOREPLIFETIME(ALobbyBeaconState, WaitForPlayersTimeRemaining);
}
コード例 #26
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ファイル: LPlayerState.cpp プロジェクト: mukund-dh/Labyrinth
void ALPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ALPlayerState, TeamNumber);
	DOREPLIFETIME(ALPlayerState, NumKills);
	DOREPLIFETIME(ALPlayerState, NumDeaths);
}
コード例 #27
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void AFpsPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
  Super::GetLifetimeReplicatedProps(OutLifetimeProps);

  DOREPLIFETIME(AFpsPlayerState, Team);
  DOREPLIFETIME(AFpsPlayerState, Kills);
  DOREPLIFETIME(AFpsPlayerState, Deaths);
}
コード例 #28
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void AAREffectPeriodic::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AAREffectPeriodic, IsEffectActive);
	DOREPLIFETIME(AAREffectPeriodic, EffectTarget);
	//DOREPLIFETIME(AAREffectPeriodic, EffectCauser);
}
コード例 #29
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ファイル: UModCharacter.cpp プロジェクト: TheModdersDen/UMod
void AUModCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);

    DOREPLIFETIME(AUModCharacter, weapons);
    DOREPLIFETIME(AUModCharacter, curWeapon);
    DOREPLIFETIME(AUModCharacter, playerHealth);
}
コード例 #30
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void AAPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AAPlayerState, NumPlayerKills);
	DOREPLIFETIME(AAPlayerState, NumBotKills);
	DOREPLIFETIME(AAPlayerState, NumDeaths);

}