#include "Projectile.h" #include "FSDProjectileMovementComponent.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" AProjectileBase* AProjectile::SpawnProjectileFromSelf(UObject* WorldContextObject, TSubclassOf ProjectileClass, FVector Origin, FRotator velocityDirection) { return NULL; } AProjectileBase* AProjectile::SpawnProjectile(UObject* WorldContextObject, TSubclassOf ProjectileClass, APawn* projectileOwner, FVector Origin, FRotator velocityDirection) { return NULL; } AProjectileBase* AProjectile::SpawnBallisticProjectile(UObject* WorldContextObject, TSubclassOf ProjectileClass, APawn* projectileOwner, FVector Origin, FVector Velocity) { return NULL; } void AProjectile::SetHomingTargetComponent(USceneComponent* HomingTargetComponent, float Delay) { } void AProjectile::Server_DisableHoming_Implementation() { } void AProjectile::OnRep_State(const FProjectileState& oldState) { } void AProjectile::OnPenetration(const FHitResult& HitResult) { } void AProjectile::OnImpact(const FHitResult& HitResult) { } void AProjectile::OnBounce(const FHitResult& ImpactResult, const FVector& ImpactVelocity) { } UFSDPhysicalMaterial* AProjectile::FindBoneIndexFromArmor(const FHitResult& HitResult, int32& outBoneIndex) const { return NULL; } void AProjectile::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AProjectile, State); } AProjectile::AProjectile() { this->UseArmorDamageBoneCheck = false; this->MovementComponent = CreateDefaultSubobject(TEXT("ProjectileComponent")); }