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

class UChargeableComponent;

void UHasPlayerReachedWiggleFillPercentCondition::OnRep_IsWigglePercentReached()
{

}

void UHasPlayerReachedWiggleFillPercentCondition::Authority_OnOwnerWiggleChargePercentChanged(UChargeableComponent* chargeableComponent, float percentCompletionChange, float totalPercentComplete)
{

}

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

	DOREPLIFETIME(UHasPlayerReachedWiggleFillPercentCondition, _isWigglePercentReached);
}

UHasPlayerReachedWiggleFillPercentCondition::UHasPlayerReachedWiggleFillPercentCondition()
{
	this->_isWigglePercentReached = false;
}
