#include "GuntowerModule.h" #include "Components/SkeletalMeshComponent.h" #include "Components/StaticMeshComponent.h" #include "GunTowerHealthComponent.h" #include "Net/UnrealNetwork.h" void AGuntowerModule::ShootOutArmor() { } void AGuntowerModule::SetModuleActive() { } void AGuntowerModule::OnRep_IsModuleActive() { } void AGuntowerModule::OnRep_IsArmorOff() { } void AGuntowerModule::OnRep_Exploded() { } void AGuntowerModule::OnRep_AreWeakpointExposed() { } void AGuntowerModule::Introduce() { } void AGuntowerModule::HideWeakpoints() { } void AGuntowerModule::HideArmor() { } int32 AGuntowerModule::GetModuleID() const { return 0; } void AGuntowerModule::DoExplosion() { } void AGuntowerModule::DeactivateTowerModule() { } void AGuntowerModule::All_PlayIntroductionAnim_Implementation() { } void AGuntowerModule::ActivateTowerModule() { } void AGuntowerModule::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AGuntowerModule, CurrentTurretRotation); DOREPLIFETIME(AGuntowerModule, ModuleID); DOREPLIFETIME(AGuntowerModule, ModuleIsActive); DOREPLIFETIME(AGuntowerModule, AreWeakpointsExposed); DOREPLIFETIME(AGuntowerModule, AreWeaponsExposed); DOREPLIFETIME(AGuntowerModule, IsArmorOff); DOREPLIFETIME(AGuntowerModule, Exploded); } AGuntowerModule::AGuntowerModule() { this->ExposeWeakpointSound = NULL; this->deathSound = NULL; this->deathParticles = NULL; this->IntroductionAnimation = NULL; this->ArmorPiece1 = CreateDefaultSubobject(TEXT("Armor1")); this->ArmorPiece2 = CreateDefaultSubobject(TEXT("Armor2")); this->ArmorPiece3 = CreateDefaultSubobject(TEXT("Armor3")); this->ModuleMesh = CreateDefaultSubobject(TEXT("ModuleMesh")); this->GuntowerModuleHealth = CreateDefaultSubobject(TEXT("ModuleHealthComponent")); this->OwningEvent = NULL; this->ChildModule = NULL; this->WeakpointsExposedTime = 5.00f; this->WeakpointsExposedTimeSolo = 12.00f; this->HideArmorTime = 7.50f; this->ArmorShootoutDelay = 1.00f; this->ArmorLaunchPower = 100.00f; this->ModuleID = 0; this->IsPassiveModule = true; this->ModuleIsActive = false; this->AreWeakpointsExposed = false; this->AreWeaponsExposed = false; this->ConstantRotation = true; this->IsArmorOff = false; this->Exploded = false; }