#include "Crossbow.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void ACrossbow::StartAmmoSwitch() { } void ACrossbow::SetAnimatedTPMeshComponent(UStaticMeshComponent* Component) { } void ACrossbow::SetAnimatedFPMeshComponent(UStaticMeshComponent* Component) { } void ACrossbow::Server_UpdateRetrievableArrows_Implementation(const int32& defaultAmmo, const int32& specialAmmo) { } void ACrossbow::Server_SwitchAmmoType_Implementation(UProjectileLauncherBaseComponent* projectileLauncher, const ECrossbowSwitchState State) { } void ACrossbow::Server_SetSwitchIsQueued_Implementation(bool IsQueued) { } void ACrossbow::OnRep_SwitchIsQueued() { } void ACrossbow::OnRep_IsDefaultArrowEquipped() { } void ACrossbow::OnProjectileFired(AProjectileBase* Projectile) { } int32 ACrossbow::GetTotalArrowCount(bool InDefaultArrowCount) const { return 0; } float ACrossbow::GetSpecialArrowEffectDuration(const TSubclassOf& Effect) const { return 0.0f; } bool ACrossbow::GetIsDefaultArrowEquipped() const { return false; } void ACrossbow::DestroyActor(AActor* Actor) { } void ACrossbow::Client_RefillSpecialAmmo_Implementation(float percentage) { } void ACrossbow::Client_CallAddSpecialAmmo_Implementation(const int32& Amount) { } void ACrossbow::Client_CallAddDefaultAmmo_Implementation(const int32& Amount) { } void ACrossbow::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ACrossbow, SpecialArrow); DOREPLIFETIME(ACrossbow, SpecialStatusEffectBonusTimeScale); DOREPLIFETIME(ACrossbow, IsDefaultArrowEquipped); DOREPLIFETIME(ACrossbow, SwitchIsQueued); DOREPLIFETIME(ACrossbow, SwitchState); } ACrossbow::ACrossbow() { this->FullDamageSpeed = 1000.00f; this->DefaultArrow = NULL; this->SpecialArrow = NULL; this->SpecialStatusEffectBonusTimeScale = 1.00f; this->BattleFrenzyStatusEffect = NULL; this->BasicSpawnableStuckProjectile = NULL; this->SpecialAmmoMax = 0; this->SwitchTime = 0.10f; this->CanTrifork = false; this->IsDefaultArrowEquipped = true; this->RecallProgress = 0.00f; this->AnimatedFPMesh = NULL; this->AnimatedTPMesh = NULL; this->SwitchIsQueued = false; this->SwitchState = ECrossbowSwitchState::Normal; this->OutOfAmmoSwapDelay = 0.50f; this->AnimatedArrowSpawnable = NULL; this->ExtraShotAngleDifference = 10.00f; this->HoveringRecallable = NULL; this->SwitchTimeCof = 1.00f; this->TriforkArrowMesh = NULL; this->QuintPackArrowMesh = NULL; this->SwitchMontage = NULL; this->SwitchMontage_TP = NULL; this->CharacterSwitchMontage = NULL; this->ReloadMontage = NULL; this->ReloadMontage_TP = NULL; this->CharacterReloadMontage = NULL; }