#include "AssaultRifle.h" void AAssaultRifle::OnTimerElapsed() { } void AAssaultRifle::OnEnemyKilled(AActor* Target, UFSDPhysicalMaterial* PhysMat, bool wasDirectHit) { } void AAssaultRifle::Client_ResetAccuracy_Implementation() { } AAssaultRifle::AAssaultRifle() { this->KillsResetAccuracyDuration = 0.00f; this->KillsTriggersStatusEffect = false; this->KillTriggeredStatusEffect = NULL; }