#include "BouncyBoomerang.h" #include "Components/SceneComponent.h" #include "Net/UnrealNetwork.h" void ABouncyBoomerang::OnRep_TargetEnemy(AFSDPawn* lastEnemy) { } void ABouncyBoomerang::OnRep_State() { } void ABouncyBoomerang::OnRep_RandomSeed() { } void ABouncyBoomerang::OnRep_PosVel() { } void ABouncyBoomerang::CheckIfCollidingWithTerrain() { } void ABouncyBoomerang::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABouncyBoomerang, TargetEnemy); DOREPLIFETIME(ABouncyBoomerang, PredictedNextEnemy); DOREPLIFETIME(ABouncyBoomerang, RandomSeed); DOREPLIFETIME(ABouncyBoomerang, State); DOREPLIFETIME(ABouncyBoomerang, PosVel); } ABouncyBoomerang::ABouncyBoomerang() { this->Root = CreateDefaultSubobject(TEXT("Root")); this->DamageComponent = NULL; this->BouncesLeft = 9; this->ConeRange = 2000.00f; this->ConeWidth = 50.00f; this->BounceRange = 1250.00f; this->ToTargetSpeed = 2000.00f; this->TurnToTargetSpeed = 3.00f; this->PathToDistPercent = 0.50f; this->InitialBounceVectorCof = 0.20f; this->ArcTimeScale = 1.00f; this->GoBackAcceleration = 0.70f; this->GoBackHardness = 3.00f; this->TerrainCheckUpdateRate = 0.04f; this->HitEnemyRange = 50.00f; this->HitPlayerRange = 50.00f; this->CatchSoundRange = 50.00f; this->HitTerrainRange = 175.00f; this->EnemyHitNiagaraSystem = NULL; this->EnemyHitParticleSystem = NULL; this->ImpactSound = NULL; this->ReturnCatchSound = NULL; this->ThrowBoomerangSound = NULL; this->MeshPivot = NULL; this->YawPivot = NULL; this->MeshRotationRate = 1750.00f; this->TargetEnemy = NULL; this->PredictedNextEnemy = NULL; this->RandomSeed = 0; this->State = EBoomerangState::None; }