#include "LineSpikeAttack.h" #include "Net/UnrealNetwork.h" void ULineSpikeAttack::OnRep_TentaclesBurried() { } void ULineSpikeAttack::All_PlayEffects_Implementation() { } void ULineSpikeAttack::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ULineSpikeAttack, TentaclesBurried); } ULineSpikeAttack::ULineSpikeAttack() { this->TentacleMaterial = NULL; this->ActiveMaterial = NULL; this->TentacleImpactParticles = NULL; this->StartWaveParticles = NULL; this->TentacleImpactSound = NULL; this->TentacleExitSound = NULL; this->StartWaveSound = NULL; this->Tentacles = NULL; this->SequenceLoops = 1; this->SpikeClass = NULL; this->TentaclesBurried = false; this->MaxStepUpheight = 300.00f; this->firstSpikeDelay = 0.00f; this->MaxDistanceToGround = 0.00f; this->DistanceBetweenSpikes = 0.00f; this->TimeBetweenSpikes = 0.00f; this->TentacleStretchPower = 4000.00f; this->TentacleSearchDistance = 500.00f; this->TentacleInGroundOffset = 10.00f; this->MinSpikeCount = 10; this->MaxFails = 3; }