#include "FriendlyParasite.h" #include "Components/SphereComponent.h" #include "DamageComponent.h" #include "Net/UnrealNetwork.h" void AFriendlyParasite::SelectNewTarget(UHealthComponentBase* Health) { } void AFriendlyParasite::OnEnemyCollisionEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AFriendlyParasite::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFriendlyParasite, TargetEnemy); } AFriendlyParasite::AFriendlyParasite() { this->Collision = CreateDefaultSubobject(TEXT("Collision")); this->FindEnemyCollision = CreateDefaultSubobject(TEXT("FindEnemyCollision")); this->DamageComponent = CreateDefaultSubobject(TEXT("DamageComponent")); this->MoveSpeed = 350.00f; this->DamageBeforeDeath = 1000.00f; this->CountDirectDMG = true; this->CountAreaDMG = false; this->StartFollowRange = 1500.00f; this->DamageRange = 350.00f; this->DamageTime = 0.25f; this->FoldoutRange = 0.00f; this->SpinRange = 0.00f; this->TargetEnemy = NULL; }