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

class ADBDPlayer;

void UBloodlust::OnRep_BloodlustTime(float oldBloodlustTime)
{

}

void UBloodlust::OnChaseStartedEvent(ADBDPlayer* chasedPlayer)
{

}

void UBloodlust::OnAllChaseEndedEvent()
{

}

float UBloodlust::GetBloodlustTime() const
{
	return 0.0f;
}

void UBloodlust::DBD_SetBloodlust(const int32 amount, const bool enableDecay)
{

}

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

	DOREPLIFETIME(UBloodlust, _bloodlustTime);
}

UBloodlust::UBloodlust()
{
	this->_bloodlustTime = 0.000000;
}
