#include "FacilityTurret.h" #include "Components/SceneComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Net/UnrealNetwork.h" void AFacilityTurret::TurnOffMesh() { } void AFacilityTurret::SetIsAttacking(bool IsAttacking) { } void AFacilityTurret::OnRep_TurretEngaged() { } FRotator AFacilityTurret::GetLookingDirection() const { return FRotator{}; } void AFacilityTurret::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFacilityTurret, CurrentTarget); DOREPLIFETIME(AFacilityTurret, TurretEngaged); } AFacilityTurret::AFacilityTurret() { this->Root = CreateDefaultSubobject(TEXT("Root")); this->Mesh = CreateDefaultSubobject(TEXT("TurretMesh")); this->IndicatorActivationDelay = 2.00f; this->FinishAttackIgnoreLoS = false; this->InvulnerableOnInactive = true; this->FoldOutTime = 1.67f; this->EngagedAudio = NULL; this->Offset = 0.00f; this->AimAcceleration = 0.00f; this->CurrentTarget = NULL; this->TurretEngaged = false; this->AlwaysActive = false; }