#include "BoltActionWeapon.h" #include "Net/UnrealNetwork.h" void ABoltActionWeapon::SetOverheated(bool isOverheated) { } void ABoltActionWeapon::Server_SetIsMovementSlowed_Implementation(bool bisMovementSlowed) { } void ABoltActionWeapon::Server_SetIsLatestShotFocused_Implementation(bool bisShotFocused) { } void ABoltActionWeapon::Server_SetIsChargingShot_Implementation(bool bisCharging) { } void ABoltActionWeapon::OnTimerElapsed() { } void ABoltActionWeapon::OnTargetKilled(AActor* Target, UFSDPhysicalMaterial* PhysicalMaterial, bool wasDirectHit) { } void ABoltActionWeapon::OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial) { } void ABoltActionWeapon::OnShotPowerSet() { } void ABoltActionWeapon::Client_OnTargetKilled_Implementation(bool BoostReloadTime) { } void ABoltActionWeapon::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABoltActionWeapon, LastShotWasAimed); DOREPLIFETIME(ABoltActionWeapon, IsMovementSlowed); } ABoltActionWeapon::ABoltActionWeapon() { this->DamageComponent = NULL; this->HitscanComponent = NULL; this->FocusedHitSTE = NULL; this->RequireWeakspotForFocusedHitSTE = true; this->IsNoGravityOnFocusEnabled = false; this->NoGravityOnFocusDuration = 1.00f; this->NoGravityFocusFallFriction = 2.00f; this->NoGravityFocusGravityScale = 0.20f; this->ZoomSpreadAmount = 10.00f; this->ZoomMinSpreadWhileMoving = 0.00f; this->ChargeSpeed = 0.50f; this->ChargeAmmoCost = 2.00f; this->ChargeRecoilMult = 2.00f; this->ZoomedInAudio = NULL; this->ChargedShotTrailParticles = NULL; this->ButtonDownFireSound = NULL; this->ChargedShotFireSound = NULL; this->ChargedFoVChange = 15.00f; this->ChargedFoVFadeSpeed = 60.00f; this->MinCharge = 0.25f; this->SlowMovementAtCharge = 0.50f; this->FullChargeDamageBonus = 2.00f; this->AimedShotStaggerChance = 0.00f; this->AimedShotWeakpointDamageBonusMultiplier = 1.00f; this->AimedWeakspotKilLRange = 350.00f; this->TargetKilledReloadTimeBoost = 0.00f; this->TargetKilledReloadTimeBoostDuration = 0.00f; this->LastShotWasAimed = false; this->IsMovementSlowed = false; this->ChargeAffectsDamage = false; this->Charging = false; this->ChargeProgress = 0.00f; }