#include "HitscanBaseComponent.h" void UHitscanBaseComponent::Server_StopFire_Implementation() { } void UHitscanBaseComponent::Server_RemoveDebris_Implementation(int32 instance, int32 Component) { } float UHitscanBaseComponent::GetCurrentVerticalSpread() const { return 0.0f; } float UHitscanBaseComponent::GetCurrentHorizontalSpread() const { return 0.0f; } UHitscanBaseComponent::UHitscanBaseComponent() { this->SpreadPerShot = 2.00f; this->DamageComponent = NULL; this->UseDamageComponent = true; this->Damage = 0.00f; this->armorDamageMultiplier = 1.00f; this->DamageClass = NULL; this->WeakpointDamageMultiplier = 1.00f; this->MaxPenetrations = 0; this->ImpactDecalSize = EImpactDecalSize::Small; this->FriendlyFireModifier = 1.00f; this->UseDynamicSpread = false; this->MinSpread = 0.00f; this->MinSpreadWhenMoving = 0.00f; this->MinSpreadWhenSprinting = 0.00f; this->MaxSpread = 5.00f; this->SpreadRecoveryPerSecond = 5.00f; this->VerticalSpreadMultiplier = 1.00f; this->HorizontalSpredMultiplier = 1.00f; this->MaxVerticalSpread = 0.00f; this->MaxHorizontalSpread = 0.00f; this->RicochetBehavior = ERicochetBehavior::All; this->RicochetChance = 0.00f; this->RicochetOnWeakspotOnly = false; this->RicochetMaxRange = 1500.00f; }