| 3192 | } |
| 3193 | |
| 3194 | void AAlsxtCharacter::ResetDefensiveModeState() |
| 3195 | { |
| 3196 | // Reset but keep Nontage |
| 3197 | FAlsxtDefensiveModeState NewDefensiveModeState = GetDefensiveModeState(); |
| 3198 | FAlsxtDefensiveModeState PreviousDefensiveModeState = GetDefensiveModeState(); |
| 3199 | // NewDefensiveModeState.Mode = FGameplayTag::EmptyTag; |
| 3200 | // NewDefensiveModeState.Form = FGameplayTag::EmptyTag; |
| 3201 | // NewDefensiveModeState.Velocity = FGameplayTag::EmptyTag; |
| 3202 | // DefensiveModeState = NewDefensiveModeState; |
| 3203 | // OnDefensiveModeStateChanged(PreviousDefensiveModeState); |
| 3204 | // |
| 3205 | // if ((GetLocalRole() == ROLE_AutonomousProxy) && IsLocallyControlled()) |
| 3206 | // { |
| 3207 | // ServerSetDefensiveModeState(NewDefensiveModeState); |
| 3208 | // } |
| 3209 | } |
| 3210 | |
| 3211 | void AAlsxtCharacter::ServerSetDefensiveModeState_Implementation(const FAlsxtDefensiveModeState& NewDefensiveModeState) |
| 3212 | { |
nothing calls this directly
no outgoing calls
no test coverage detected