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

void UHookableComponent::OnRep_DrainStage(int32 previousDrainStage)
{

}

void UHookableComponent::Multicast_SetDrainTimerPercentLeft_Implementation(float percentTime)
{

}

void UHookableComponent::Multicast_DebugSetHookDrainStage_Implementation(int32 drainStage)
{

}

int32 UHookableComponent::GetSacrificeStageIndex() const
{
	return 0;
}

int32 UHookableComponent::GetHookedCount() const
{
	return 0;
}

float UHookableComponent::GetDrainTimerPercentLeft() const
{
	return 0.0f;
}

int32 UHookableComponent::GetDrainStage() const
{
	return 0;
}

void UHookableComponent::Authority_DebugSetHookEscapeAutoSuccess(const bool success)
{

}

void UHookableComponent::Authority_DebugSetHookEscapeAutoFail(const bool fail)
{

}

void UHookableComponent::Authority_DebugSetHookDrainStage(int32 drainStage)
{

}

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

	DOREPLIFETIME(UHookableComponent, _drainStage);
}

UHookableComponent::UHookableComponent()
{
	this->_drainStage = 0;
}
