#include "DamageComponent.h" #include "Templates/SubclassOf.h" void UDamageComponent::PreTestDamageConditions() { } UDamageComponent* UDamageComponent::GetDamageComponentCDO(TSubclassOf DamageComponent) { return NULL; } float UDamageComponent::GetDamage() const { return 0.0f; } void UDamageComponent::DamageTargetFromHit(const FHitResult& HitResult) const { } void UDamageComponent::DamageTarget_CDO(const FVector& Location, AActor* Owner, AActor* hitActor) { } void UDamageComponent::DamageTarget(AActor* Target, const FVector& Location, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysMat, int32 BoneIndex) const { } void UDamageComponent::DamageArmor_Server(AActor* Target, UPrimitiveComponent* collider, int32 BoneIndex, const FVector& impactLocation) const { } void UDamageComponent::DamageArmor_All(AActor* Target, UPrimitiveComponent* collider, int32 BoneIndex) const { } bool UDamageComponent::ArmorSupportsLocalOnlyCall(AActor* Target) const { return false; } UDamageComponent::UDamageComponent() { this->DamageComponentType = EDamageComponentType::Primary; this->DamageImpulse = NULL; this->Damage = 5.00f; this->armorDamageMultiplier = 1.00f; this->ArmorPenetration = 0.00f; this->ShattersArmor = false; this->DamageClass = NULL; this->ArmorDamageType = EArmorDamageType::Normal; this->WeakpointDamageMultiplier = 1.00f; this->FrozenDamageBonusScale = 1.00f; this->FriendlyFireModifier = 1.00f; this->SelfFriendlyFireMultiplier = 1.00f; this->StaggerOnlyOnWeakpointHit = false; this->StaggerChance = 0.00f; this->StaggerDuration = 1.50f; this->FearFactor = 0.00f; this->UseAreaOfEffect = false; this->RadialDamage = 5.00f; this->NoFriendlyFireFromRadial = false; this->RadialDamageClass = NULL; this->MinDamagePct = 0.25f; this->DamageRadius = 100.00f; this->MaxDamageRadius = 50.00f; }