godot/modules/multiplayer/scene_replication_config.cpp

/**************************************************************************/
/*  scene_replication_config.cpp                                          */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "scene_replication_config.h"

#include "scene/main/multiplayer_api.h"
#include "scene/main/node.h"

bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) {}

bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const {}

void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const {}

void SceneReplicationConfig::reset_state() {}

TypedArray<NodePath> SceneReplicationConfig::get_properties() const {}

void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {}

void SceneReplicationConfig::remove_property(const NodePath &p_path) {}

bool SceneReplicationConfig::has_property(const NodePath &p_path) const {}

int SceneReplicationConfig::property_get_index(const NodePath &p_path) const {}

bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) {}

void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) {}

bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) {}

void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) {}

bool SceneReplicationConfig::property_get_watch(const NodePath &p_path) {}

void SceneReplicationConfig::property_set_watch(const NodePath &p_path, bool p_enabled) {}

SceneReplicationConfig::ReplicationMode SceneReplicationConfig::property_get_replication_mode(const NodePath &p_path) {}

void SceneReplicationConfig::property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode) {}

void SceneReplicationConfig::_update() {}

const List<NodePath> &SceneReplicationConfig::get_spawn_properties() {}

const List<NodePath> &SceneReplicationConfig::get_sync_properties() {}

const List<NodePath> &SceneReplicationConfig::get_watch_properties() {}

void SceneReplicationConfig::_bind_methods() {}