#include "CrossbowProjectileStuck.h" #include "Components/SphereComponent.h" #include "Net/UnrealNetwork.h" void ACrossbowProjectileStuck::UsableChanged(bool CanUse) { } void ACrossbowProjectileStuck::OnUsedBy(APlayerCharacter* Player, EInputKeys Key) { } void ACrossbowProjectileStuck::OnRep_BansheePulseEnabled() { } void ACrossbowProjectileStuck::MatchParentDestroy(UHealthComponentBase* destroyed) { } bool ACrossbowProjectileStuck::IsLocallyControlled() const { return false; } bool ACrossbowProjectileStuck::GetSpecialArrowEquipped() const { return false; } void ACrossbowProjectileStuck::All_OnCavePointRemoved_Implementation(USceneComponent* Point) { } void ACrossbowProjectileStuck::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ACrossbowProjectileStuck, BansheePulseEnabled); DOREPLIFETIME(ACrossbowProjectileStuck, StatusEffectTime); DOREPLIFETIME(ACrossbowProjectileStuck, BaseProjectile); } ACrossbowProjectileStuck::ACrossbowProjectileStuck() { this->BansheePulseEnabled = false; this->RecallComponent = NULL; this->BansheeComponent = NULL; this->StuckProjectileEffect = ECrossbowStuckType::Default; this->IsPlayingElectricRangeEffect = true; this->AppliedEffect = NULL; this->StatusEffectTime = 0.00f; this->AttachmentRoot = CreateDefaultSubobject(TEXT("Root")); this->BansheePulseComponent = NULL; this->LaserCollider = NULL; this->BaseProjectile = NULL; }