#include "Flashbang.h"
#include "Net/UnrealNetwork.h"

class AActor;

void UFlashbang::OnRep_GeneratorsRepairProgress()
{

}

float UFlashbang::GetGeneratorRepairPercentToCraftFlashbangAtLevel() const
{
	return 0.0f;
}

void UFlashbang::Client_OnGeneratorRepairProgressionTargetAchieved_Implementation()
{

}

void UFlashbang::Authority_OnRepairProgressApplied(float individualChargeAmount, float totalChargeAmount, AActor* chargeInstigator, bool wasCoop, float deltaTime)
{

}

void UFlashbang::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UFlashbang, _generatorsRepairTargetProgression);
}

UFlashbang::UFlashbang()
{
	this->_generatorsRepairTargetProgression = 0.000000;
	this->_generatorRepairPercentToCraftFlashbang = 0.000000;
}
