#include "PickaxeItem.h" #include "Components/SceneComponent.h" #include "DamageComponent.h" #include "Net/UnrealNetwork.h" void APickaxeItem::SetSpecialCoolDownDuration(float newCooldownDuration) { } void APickaxeItem::Server_TriggerBezerk_Implementation() { } void APickaxeItem::Server_SetState_Implementation(EPickaxeState NewState) { } void APickaxeItem::Server_RemoveDebrisInstance_Implementation(FVector_NetQuantize HitPos, int32 DebrisIndex, int32 remappedIndex) { } void APickaxeItem::Server_HitBlock_Implementation(FVector_NetQuantize Position, int32 Material, bool removeDebris, bool isSpecial) { } void APickaxeItem::Server_DoPowerAttack_Implementation() { } void APickaxeItem::Server_DigBlock_Implementation(FVector carvePos, FVector carveDirection, int32 TerrainMaterial, bool isSpecial) { } void APickaxeItem::Server_DamageTarget_Implementation(UPrimitiveComponent* TargetComponent, bool isSpecial, const FVector_NetQuantize& ImpactPoint, const FVector_NetQuantizeNormal& ImpactNormal, UFSDPhysicalMaterial* PhysMaterial, uint8 BoneIndex) { } void APickaxeItem::RefreshSpecialCooldown() { } void APickaxeItem::OnRep_State(EPickaxeState oldState) { } void APickaxeItem::OnLoadoutChanged() { } float APickaxeItem::GetSpecialCooldownProgress() const { return 0.0f; } void APickaxeItem::All_SimulateHitBlock_Implementation(FVector_NetQuantize Position, int32 materia, bool removeDebris, bool isSpecial) { } void APickaxeItem::All_SimulateDigDebris_Implementation(FVector_NetQuantize Position, UFXSystemAsset* Particles, USoundCue* cue) { } void APickaxeItem::All_SimulateDigBlock_Implementation(FVector_NetQuantize Position, bool SpawnParticles, int32 Material, float Density, bool isSpecial) { } void APickaxeItem::All_SimulateDamageTarget_Implementation(UPrimitiveComponent* TargetComponent, bool isSpecial, const FVector_NetQuantize& ImpactPoint, const FVector_NetQuantizeNormal& ImpactNormal, UFSDPhysicalMaterial* PhysMaterial, uint8 BoneIndex) { } void APickaxeItem::All_DoPowerAttack_Implementation() { } void APickaxeItem::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(APickaxeItem, State); } APickaxeItem::APickaxeItem() { this->QuadDamageCarving = false; this->FP_Root = CreateDefaultSubobject(TEXT("FP_Root")); this->TP_Root = CreateDefaultSubobject(TEXT("TP_Root")); this->FP_Scale = CreateDefaultSubobject(TEXT("FP_Scale")); this->TP_Scale = CreateDefaultSubobject(TEXT("TP_Scale")); this->FPAnimInstance = NULL; this->TPAnimInstance = NULL; this->FP_EquipAnimation = NULL; this->TP_EquipAnimation = NULL; this->EquipDuration = 0.25f; this->CharacterAnimationSet = NULL; this->DamageComponent = CreateDefaultSubobject(TEXT("Damage")); this->SpecialDamageComponent = CreateDefaultSubobject(TEXT("SpecialDamage")); this->SpecialCooldown = 30.00f; this->SpecialCooldownRemaining = 0.00f; this->RockMiningBonus = 0; this->DirtMiningBonus = 0; this->DamageRange = 200.00f; this->MiningRange = 300.00f; this->DamageRadius = 50.00f; this->OnDamageEnemySlowdownEffect = NULL; this->MiningSound = NULL; this->MineRumble = NULL; this->PartialMineRumble = NULL; this->DamageRumble = NULL; this->GeneralImpactAudioVolume = 1.00f; this->HitCooldown = 1.00f; this->MiningDuration = 1.00f; this->DistanceConsideredSameHit = 50.00f; this->BlockParticlesScaleFP = 1.00f; this->BlockParticlesScaleTP = 1.00f; this->State = EPickaxeState::Equipping; this->PowerAttackRefreshedSound = NULL; this->PreventQMining = true; this->QMiningExpectedDelay = 0.67f; this->QMiningInitialDelay = 0.45f; this->QMiningReducedPlayRatePct = 1.00f; this->QMiningLastHitTime = 0.00f; this->CanBezerk = false; this->BezerkStatusEffect = NULL; this->PowerAttackEnabled = true; this->EquippedMaterial = NULL; }