#include "ProjectileBase.h" #include "Components/SphereComponent.h" #include "Net/UnrealNetwork.h" UTerrainMaterial* AProjectileBase::TryGetTerrainMaterial() const { return NULL; } void AProjectileBase::StopMovement() { } void AProjectileBase::Server_SetState_Implementation(FVector_NetQuantize Position, FVector_NetQuantize Velocity) { } void AProjectileBase::Server_Penetrated_Implementation(const FProjectileImpact& Impact) { } void AProjectileBase::Server_Impacted_Implementation(const FProjectileImpact& Impact) { } void AProjectileBase::OnRep_ProjectileImpact() { } void AProjectileBase::OnRep_IsDorment(const bool wasDorment) { } void AProjectileBase::InitState(const FVector& ShootDirection, const FVector& initialBonusVelocity) { } void AProjectileBase::InitComponents() { } void AProjectileBase::IgnoreCollision(UPrimitiveComponent* otherCollider) { } bool AProjectileBase::HasImpactAuthority() const { return false; } float AProjectileBase::GetGameTimeSinceActivation() const { return 0.0f; } int32 AProjectileBase::GetBoneIndex() const { return 0; } void AProjectileBase::DisableProjectileCollision(AProjectileBase* projectileA, AProjectileBase* projectileB) { } void AProjectileBase::DisableAndDestroy() { } UFSDPhysicalMaterial* AProjectileBase::DamageArmor(UDamageComponent* DamageComponent, const FHitResult& HitResult) { return NULL; } void AProjectileBase::Client_DrawServersDebugPath_Implementation(FVector Location) { } void AProjectileBase::Activate(AActor* owningActor, FVector Origin, FVector_NetQuantizeNormal Direction, FVector_NetQuantizeNormal initialBonusVelocity) { } void AProjectileBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AProjectileBase, ProjectileImpact); DOREPLIFETIME(AProjectileBase, IsSpawnedFromWeapon); DOREPLIFETIME(AProjectileBase, IsDorment); } AProjectileBase::AProjectileBase() { this->IsSpawnedFromWeapon = false; this->Exploded = false; this->DoOnImpact = false; this->DoOnImpact2 = false; this->DoOnImpact3 = false; this->DoOnSpawnVar = false; this->GravityMultiplier = 1.00f; this->IsDorment = false; this->CollisionComponent = CreateDefaultSubobject(TEXT("SphereComponent")); this->LifeSpan = 60.00f; this->VelocityMultiplier = 1.00f; this->AffectedByDifficultySpeedModifier = false; this->SetInitialSpeedToMaxSpeed = false; this->AutoDisableCollisionOnImpact = true; this->WhizbySound = NULL; this->WhizByCooldown = 0.30f; this->WhizByStartDistance = 500.00f; this->EOnImpactBehaviour = EOnProjectileImpactBehaviourEnum::ClientAuthoritative; }