#include "LockOnWeapon.h" #include "Net/UnrealNetwork.h" void ALockOnWeapon::UpdateRifleEye() { } void ALockOnWeapon::Server_TriggerAoe_Implementation(FVector Location) { } void ALockOnWeapon::Server_SetTotalLockCount_Implementation(int32 totalLockCount) { } void ALockOnWeapon::Server_SetLockCount_Implementation(const FLockCounter& LockCounter) { } void ALockOnWeapon::Server_SetIsMovementSlowed_Implementation(bool bisMovementSlowed) { } void ALockOnWeapon::Server_SetIsLatestShotLockedOn_Implementation(bool bisShotLockedOn) { } void ALockOnWeapon::Server_SetIsChargingShot_Implementation(bool bisCharging) { } void ALockOnWeapon::Server_PushStatusEffect_Implementation(AActor* Target) { } void ALockOnWeapon::Server_PopStatusEffect_Implementation(AActor* Target) { } void ALockOnWeapon::Server_FiringComplete_Implementation(int32 ShotsFired) { } void ALockOnWeapon::RefundAmmo_Implementation() { } void ALockOnWeapon::OnHitDeadTarget() { } void ALockOnWeapon::OnHit(const FHitResult& Hit, bool alwaysPenetrate) { } void ALockOnWeapon::OnAsyncFireComplete() { } void ALockOnWeapon::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ALockOnWeapon, IsMovementSlowed); DOREPLIFETIME(ALockOnWeapon, LastShotWasLockedOn); } ALockOnWeapon::ALockOnWeapon() { this->AimTarget = NULL; this->LockOnDamageMultiplier = 1.00f; this->ShotsPerTarget = 2; this->MaxTargets = 4; this->TimeBetweenLockedShots = 0.20f; this->LockOnTime = 0.50f; this->MaxLockOnDegree = 15.00f; this->LoseLockOnDegree = 90.00f; this->DegreeTolerance = 2.00f; this->MaxLockOnRange = 10000.00f; this->bPrioritizeLowHitPoint = false; this->bAlwaysHitTarget = false; this->MaxLockOnDuration = -1.00f; this->bLockOnControlsSentryGun = false; this->bSentryGunShootsOnLockedShot = false; this->TrackingWidgetClass = NULL; this->LockOnBeamClass = NULL; this->AoeActorClass = NULL; this->AoeHitCountThreshhold = 0; this->UseLockOnTargetStatusEffect = false; this->LockOnTargetStatusEffect = NULL; this->PushStatusEffectEveryXLock = 1; this->LockOnCount = 0; this->DamageComponent = NULL; this->HitscanComponent = NULL; this->ChargeSpeed = 0.50f; this->SlowMovementAtCharge = 0.50f; this->FearEnabled = false; this->FearFactorBase = 0.00f; this->FearFactorPerShotBonus = 0.00f; this->FearRange = 500.00f; this->FearRangePerShotBonus = 0.00f; this->IsMovementSlowed = false; this->Charging = false; this->ChargeProgress = 0.00f; this->LastShotWasLockedOn = false; this->LockOnRecoilMult = 0.00f; }