#include "CryosprayItem.h" #include "DamageComponent.h" #include "FSDAudioComponent.h" #include "MotionAudioController.h" #include "Net/UnrealNetwork.h" #include "ProjectileLauncherComponent.h" #include "StickyFlameSpawner.h" void ACryosprayItem::ServerDoDamage_Implementation(FVector_NetQuantize Start, FVector_NetQuantize End, uint8 Power) { } void ACryosprayItem::Server_TriggerAoECold_Implementation() { } void ACryosprayItem::Server_PreLaunchProjectile_Implementation() { } void ACryosprayItem::OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial) { } void ACryosprayItem::OnRep_IsCharging(bool OldValue) { } void ACryosprayItem::OnProjectileSpawned(AProjectileBase* Projectile) { } void ACryosprayItem::OnPressurizedPartileShoot() { } void ACryosprayItem::All_PreLaunchProjectile_Implementation() { } void ACryosprayItem::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ACryosprayItem, isCharging); } ACryosprayItem::ACryosprayItem() { this->projectileLauncher = CreateDefaultSubobject(TEXT("projectileLauncher")); this->DamageComponent = CreateDefaultSubobject(TEXT("DamageComponent")); this->StickyFlames = CreateDefaultSubobject(TEXT("StickyFlames")); this->AoEColdDamageComponent = CreateDefaultSubobject(TEXT("AoEDamageComponent")); this->VelocityAudio = CreateDefaultSubobject(TEXT("MotionAudio")); this->FlameParticleComponent = NULL; this->PressurizedProjectileEnabled = false; this->PressurizedProjectileDelay = 1.00f; this->PressurizeProjectileFullCost = 25; this->ChargeupParticles = NULL; this->ChargeupParticleInstance = NULL; this->DecalDelay = 0.20f; this->ImpactParticles = NULL; this->ImpactParticleInstance = NULL; this->DamageSphereRadius = 25.00f; this->MaxFlameDistance = 5000.00f; this->FlameGrowthPerSecond = 1000.00f; this->FriendlyFireModifier = 1.00f; this->ChargeupTime = 1.00f; this->ChargeDownTime = 1.00f; this->isCharging = false; this->ChargeProgress = 0.00f; this->bRepressurerising = false; this->RepressurerisingDoneAtPct = 0.25f; this->ChargeUpFadeOutTime = 0.50f; this->ChargeUpAudioComponent = CreateDefaultSubobject(TEXT("ChargeUpAudioComponent")); this->PressureTime = 5.00f; this->PressureDropMultiplier = 1.00f; this->PressureGainMultiplier = 1.00f; this->CurrentPressure = 0.00f; this->RePressureDuration = 1.00f; this->RePressureProgress = 0.00f; this->LongReachEnabled = false; this->AoEColdEnabled = false; }