#include "Bosco.h" #include "Perception/PawnSensingComponent.h" #include "Components/AudioComponent.h" #include "Particles/ParticleSystemComponent.h" #include "Components/PointLightComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Components/SpotLightComponent.h" #include "BobbingComponent.h" #include "BoscoAbillityComponent.h" #include "DamageComponent.h" #include "DroneMiningToolBase.h" #include "DroneSkinnableComponent.h" #include "HealthComponent.h" #include "HitscanComponent.h" #include "Net/UnrealNetwork.h" #include "UpgradableBoscoComponent.h" void ABosco::UsePlayerActivatedAbillity(EAbilityIndex Index, AActor* aTarget, const FVector& aLocation) { } void ABosco::UseABillity() { } void ABosco::StopShootingSound_Implementation() { } void ABosco::StartSelfDestruct() { } void ABosco::SetIsReviving(bool aIsReviving) { } void ABosco::SetIsRepairing(bool isRepairing) { } void ABosco::ReviveCounterChanged(int32 remainingCharges) { } void ABosco::Respond() { } void ABosco::PlaySalute_Implementation() { } void ABosco::OnWeaponFired(const FVector& Location) { } void ABosco::OnTargetBurrowChange(bool burrowed) { } void ABosco::OnRep_State(EDroneAIState prevState) { } void ABosco::OnReadyToShoot() { } void ABosco::OnNotReadyToShoot() { } void ABosco::OnHit(float Amount, float BaseAmount, const FDamageData& DamageData) { } void ABosco::OnGrabbedGem() { } void ABosco::MineEffects_Implementation(UTerrainMaterial* aTerrainMaterial, FVector_NetQuantize aLocation, FRotator aRotation) { } UUpgradableBoscoComponent* ABosco::GetUpgradeComponent() { return NULL; } int32 ABosco::GetReviveCharges() const { return 0; } UBoscoAbillityComponent* ABosco::GetPlayerAbillity() const { return NULL; } EDroneAIState ABosco::GetCurrentState() const { return EDroneAIState::Follow; } bool ABosco::GetCarryInterrupted() const { return false; } bool ABosco::DoPickupGemAnimation() { return false; } void ABosco::All_OnSelfDestruct_Implementation() { } void ABosco::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABosco, RotateTarget); DOREPLIFETIME(ABosco, LookAtLocation); DOREPLIFETIME(ABosco, IsFiring); DOREPLIFETIME(ABosco, IsInRangeToMine); DOREPLIFETIME(ABosco, IsPreparedToMine); DOREPLIFETIME(ABosco, IsMining); DOREPLIFETIME(ABosco, IsReviving); DOREPLIFETIME(ABosco, IsRotateMode); DOREPLIFETIME(ABosco, CurrentState); } ABosco::ABosco() { this->HealthComponent = CreateDefaultSubobject(TEXT("HealthComponent")); this->PrimaryAbility = CreateDefaultSubobject(TEXT("PrimaryAbility")); this->SecondaryAbility = CreateDefaultSubobject(TEXT("SecondaryAbility")); this->Damage = CreateDefaultSubobject(TEXT("Damage")); this->Senses = CreateDefaultSubobject(TEXT("Senses")); this->MiningTool = CreateDefaultSubobject(TEXT("MiningTool")); this->BobbingComponent = CreateDefaultSubobject(TEXT("BobbingComponent")); this->BoscoMesh = CreateDefaultSubobject(TEXT("BoscoMesh")); this->DroneHitScan = CreateDefaultSubobject(TEXT("BoscoHitscan")); this->SpotLightComponent = CreateDefaultSubobject(TEXT("SpotLightComponent")); this->PointLightComponent = CreateDefaultSubobject(TEXT("PointLightComponent")); this->LTrail = CreateDefaultSubobject(TEXT("LTrail")); this->RTrail = CreateDefaultSubobject(TEXT("RTrail")); this->MomentumSound = CreateDefaultSubobject(TEXT("MomentumAudio")); this->DefendDrilldozerShout = NULL; this->DefendGenericShout = NULL; this->MineOrderShout = NULL; this->KillOrderShout = NULL; this->GoToOrderShout = NULL; this->ReviveOrderShout = NULL; this->PickupGemShout = NULL; this->ReviveThankShout = NULL; this->GeneralCallShout = NULL; this->VacuumShout = NULL; this->MineResponse = NULL; this->CombatResponse = NULL; this->LightResponse = NULL; this->ReviveResponse = NULL; this->AbillityResponse = NULL; this->CurrentResponse = NULL; this->ResponseTime = 0.00f; this->ShouldSelfDestructOnMultiplePlayers = true; this->SeeTargetTime = 0.50f; this->AbillityErrorSound = NULL; this->INcreasedMiningArea = 15.00f; this->TimeToResetMiningBoost = 3.00f; this->MiningBoosMultiplier = 7.00f; this->RocketAbillity = NULL; this->CryoGrenadeAbillity = NULL; this->ItemID = NULL; this->Upgradable = CreateDefaultSubobject(TEXT("Upgradable")); this->SaluteAnimation = NULL; this->PickupGemAnimation = NULL; this->DropGemAnimation = NULL; this->SaluteDuration = 0.00f; this->Skinnable = CreateDefaultSubobject(TEXT("Skinnable")); this->TargetLightSetting = 0; this->RotateTarget = NULL; this->ShootSound = NULL; this->ShootSoundFadeout = 0.20f; this->ShootSoundTail = NULL; this->ShootSoundInstance = NULL; this->MuzzleEffect = NULL; this->TracerEffect = NULL; this->FireRate = 0.00f; this->MinShotsInBurst = 0; this->MaxShotsInBurst = 0; this->MaxRandomBurstCooldown = 0.00f; this->MinRandomBurstCooldown = 0.00f; this->MaxFiringAngle = 0.00f; this->MaxEngagementRange = 0.00f; this->MinTracerDistance = 100.00f; this->TracerSpeed = 10000.00f; this->ReviveSirens = NULL; this->DistanceToFacePlayer = 0.00f; this->RotationSpeed = 0.00f; this->PrepareToMineRange = 0.00f; this->MiningRange = 0.00f; this->MaxRevives = 0; this->IsFiring = false; this->IsInRangeToMine = false; this->IsPreparedToMine = false; this->IsMining = false; this->IsReviving = false; this->IsRotateMode = false; this->DroneController = NULL; this->CurrentState = EDroneAIState::Follow; }