#include "GrabberComponent.h" #include "Net/UnrealNetwork.h" void UGrabberComponent::Timer_ReleaseTarget() { } void UGrabberComponent::ReleaseTarget() { } void UGrabberComponent::OnRep_CurrentlyGrabbed(AActor* oldCurrentlyGrabbed) { } void UGrabberComponent::OnPrimWake(UPrimitiveComponent* WakingComponent, FName BoneName) { } bool UGrabberComponent::IsGrabbedTargetValid() const { return false; } bool UGrabberComponent::HasGrabbed() const { return false; } bool UGrabberComponent::GrabTarget(AActor* aGrabTarget) { return false; } AActor* UGrabberComponent::GetGrabbedActor() { return NULL; } bool UGrabberComponent::CanGrabTarget(AActor* aTarget) const { return false; } void UGrabberComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UGrabberComponent, CurrentlyGrabbed); } UGrabberComponent::UGrabberComponent() { this->GrabLoopSoundInstance = NULL; this->BeginGrabedSound = NULL; this->GrabedLoopSound = NULL; this->EndGrabedSound = NULL; this->BeginGrabbedShout = NULL; this->EndGrabbedShout = NULL; this->AttentionGrabbedShout = NULL; this->CurrentlyGrabbed = NULL; this->GrabTime = 0.00f; this->CarryCooldown = 12.00f; this->RevivedGravePeriod = 5.00f; this->PlayerOutlineOnGrab = EOutline::OL_NONE; this->CameraMode = EGrabbedStateCameraMode::FirstPerson; this->TrackPlayerCollision = false; this->ManualGrabTime = false; this->CanPlayerShoot = false; this->HeightenSensesImmune = false; this->NeedsPathToTarget = true; }