#include "CoilGun.h" #include "NiagaraComponent.h" #include "CoilgunTrailSpawner.h" #include "DamageComponent.h" void ACoilGun::UpdateAfflictions() { } void ACoilGun::SetDynamicMaterials() { } void ACoilGun::Server_ToggleCharingBonuses_Implementation(bool Enabled) { } void ACoilGun::Server_SpawnTrail_Implementation(const FVector_NetQuantize& Location, const FRotator& Rotation, float HalfHeight, bool fireTrailEnabled) { } void ACoilGun::Server_SpawnGroundTrail_Implementation(const FVector_NetQuantize& Location, const FVector& Direction, float chargeMultiplier) { } void ACoilGun::Server_SetShotPower_Implementation(const float& Power) { } void ACoilGun::Server_RegisterPrimaryHit_Implementation(UPrimitiveComponent* Target, UFSDPhysicalMaterial* PhysMaterial, const FVector_NetQuantize& Origin, const FVector_NetQuantize& Location, int32 BoneIndex, FShotMultiplier Multiplier, int32 mole) { } void ACoilGun::Server_RegisterBonusHit_Implementation(AActor* Target) { } void ACoilGun::Server_RegisterBlastHit_Implementation(AActor* Target, const FVector_NetQuantize& Location, UPrimitiveComponent* comp) { } void ACoilGun::Server_HitTerrain_Implementation(const FVector_NetQuantize& Location, const FVector_NetQuantize& End, float maxCarveDepth) { } void ACoilGun::Server_FearTarget_Implementation(AActor* Target) { } void ACoilGun::Server_ClearAilments_Implementation() { } void ACoilGun::OnTriBurstCancled() { } void ACoilGun::OnShieldBoostEnded() { } void ACoilGun::OnEnemyKilled(AActor* Target, UFSDPhysicalMaterial* PhysicalMaterial, bool wasDirectHit) { } void ACoilGun::OnDamageTarget(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* Component, UFSDPhysicalMaterial* PhysicalMaterial) { } void ACoilGun::OnCharacterShieldBroke(AActor* brokeChar) { } void ACoilGun::OnBulletPathComplete(const TArray& Path) { } void ACoilGun::All_ShowHit_Implementation(const FVector_NetQuantize& Location, const FVector_NetQuantize& Rotation) { } void ACoilGun::All_ShieldBroken_Implementation() { } void ACoilGun::All_AdjustTrail_Implementation(ACoilgunWeaponTrail* Trail, float Length) { } ACoilGun::ACoilGun() { this->DamageComponent = CreateDefaultSubobject(TEXT("NormalDamage")); this->OverchargeDamageComponent = CreateDefaultSubobject(TEXT("OverchargeDamage")); this->WeaponBlastDamage = CreateDefaultSubobject(TEXT("BlastDamage")); this->ShotwaveBonusDamage = CreateDefaultSubobject(TEXT("ShotwaveDamage")); this->MoleBonusDamage = CreateDefaultSubobject(TEXT("MoleDamage")); this->FullyChargedParticles = CreateDefaultSubobject(TEXT("FullyChargedParticles")); this->FP_OverchargeIndicatorParticles = CreateDefaultSubobject(TEXT("FP_OverchargeIndicatorParticles")); this->TP_FullyChargedParticles = CreateDefaultSubobject(TEXT("TP_FullchargeParticles")); this->TrailSpawner = CreateDefaultSubobject(TEXT("TrailSpawner")); this->ImpactMeshCarver = NULL; this->N_ImpactParticles = NULL; this->ChargeResistanceStatusEffect = NULL; this->ChargeWeaknessStatusEffect = NULL; this->CustomMuzzleFlash = NULL; this->MaxAfflictionTime = 20.00f; this->ShotWidth = 15.00f; this->BonusShotWidth = 0.00f; this->ImpactFearFactor = 0.00f; this->OverChargedShotMaxPower = 1.00f; this->MaxOverchargeTime = 4.00f; this->OverchargeTimeStep = 0.25f; this->BrokenShieldboostDuration = 30.00f; this->MinUndercharge = 1.00f; this->TriBustCancelTime = 1.00f; this->TriBurstShotPowerMultiplier = 0.75f; this->TriBurstAmmoMultiplier = 0.50f; this->TriBurstShotCarvingMultiplier = 0.00f; this->FirstDynamicIndex = 1; this->LastDynamicIndex = 5; }