#include "AimingFacilityTurret.h" #include "Net/UnrealNetwork.h" void AAimingFacilityTurret::SetupAimindicator(UParticleSystemComponent* NewAimIndicator, UParticleSystemComponent* NewAimIndicatorLock) { } void AAimingFacilityTurret::OnRep_IsLockedOn() { } void AAimingFacilityTurret::OnRep_IndicatorMode() { } void AAimingFacilityTurret::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAimingFacilityTurret, IsLockedOn); DOREPLIFETIME(AAimingFacilityTurret, IndicatorMode); } AAimingFacilityTurret::AAimingFacilityTurret() { this->IsLockedOn = false; this->aimIndicator = NULL; this->aimIndicatorLock = NULL; this->LockOnTime = 0.50f; this->BurstInterval = 0.50f; this->FireInterval = 0.10f; this->TurretRotationSpeed = 5.00f; this->InitialLockonDelay = 0.00f; this->RegainLosLockonModifier = 1.00f; this->AimZOffset = 0.00f; this->TargetLeadingStrength = 0.00f; this->TargetLeadingResponsiveness = 1.00f; this->RaimainAfterShotTime = 0.25f; this->TargetLeadingAfterLockonMultiplier = 1.00f; this->TurningSpeedAfterLockOnMultipier = 1.00f; this->PreLockonTargetChangeChance = 0.00f; this->PreLockongTargetChangeRate = 0.00f; this->IndicatorFlashTime = 1.00f; this->TrackTargetAfterLockon = false; this->ConstantAimAfterLock = false; this->UseTraceForLockOn = false; this->IndicatorMode = EIndicatorMode::EConstant; }