#include "DetPackItem.h" #include "Components/SkeletalMeshComponent.h" #include "CapacityHoldingItemAggregator.h" #include "FirstPersonSkeletalMeshComponent.h" #include "Net/UnrealNetwork.h" void ADetPackItem::Simulate_ThrowGrenade_Implementation() { } void ADetPackItem::Server_ThrowGrenade_Implementation() { } void ADetPackItem::Server_Detonate_Implementation() { } void ADetPackItem::Server_CycleItem_Implementation() { } void ADetPackItem::OnRep_IsDetonatorOut() { } void ADetPackItem::OnDetonatingFinished() { } int32 ADetPackItem::GetCurrentGrenades() const { return 0; } void ADetPackItem::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ADetPackItem, IsDetonatorOut); DOREPLIFETIME(ADetPackItem, HasThrownPack); } ADetPackItem::ADetPackItem() { this->DetPackClass = NULL; this->LoadoutProxy = NULL; this->FPThrowMontage = NULL; this->TPThrowMontage = NULL; this->FP_DetonateAnim = NULL; this->WPN_DetonateAnim = NULL; this->FP_EquipDetonatorAnimation = NULL; this->WPN_EquipDetonatorAnimation = NULL; this->DetonatorFPMesh = CreateDefaultSubobject(TEXT("DetonatorFPMesh")); this->DetonatorTPMesh = CreateDefaultSubobject(TEXT("DetonatorTPMesh")); this->DetonatorTriggerForceFeedback = NULL; this->Capacity = CreateDefaultSubobject(TEXT("Aggregator")); this->SupplyStatusWeight = 1.00f; this->ThrowVelocity = 0.00f; this->EnheiritOwnerVelocityScale = 0.00f; this->ThrowAngle = 0.00f; this->CooldownAfterThrow = 1.00f; this->CooldownAfterDetonation = 2.00f; this->ThrowDelay = 0.00f; this->ThrowZOffset = 0.00f; this->ShoutDetPackPlaced = NULL; this->ShoutOutOfAmmo = NULL; this->CooldownLeft = 0.00f; this->IsDetonatorOut = false; this->HasThrownPack = false; }