#include "Flare.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void AFlare::StartLightFunction(ULightComponent* mainLight, TArray spotLights, UCurveFloat* flutterCurve, UCurveFloat* fadeInCurve) { } void AFlare::OnRep_IsFlareOn() { } void AFlare::OnFlareSpawnCompleted() { } void AFlare::Inhibit() { } float AFlare::ImmidiateFadeLight() { return 0.0f; } TSubclassOf AFlare::GetWeaponViewClass() const { return NULL; } AFlare* AFlare::GetFlareDefaultObject(TSubclassOf flareClass) { return NULL; } void AFlare::ActorWasHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit) { } void AFlare::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFlare, Duration); DOREPLIFETIME(AFlare, IsFlareOn); } AFlare::AFlare() { this->InitialSpeed = 750.00f; this->InitialAngularImpulse = 20.00f; this->InitialAngularImpulseRandomScale = 3.00f; this->MaxFlares = 3; this->ProductionTime = 15.00f; this->Duration = 0.00f; this->IsFlareOn = true; this->DamageCauser = NULL; this->WeaponPreviewClass = NULL; this->LoadoutItem = NULL; this->ItemID = NULL; this->ImpactGroundSound = NULL; }