#include "SentryGun.h" #include "Components/SkeletalMeshComponent.h" #include "Net/UnrealNetwork.h" void ASentryGun::UseAmmo(int32 Amount) { } void ASentryGun::OnRep_MaxAmmoCount(int32 OldCount) { } void ASentryGun::OnRep_LastTarget() { } void ASentryGun::OnRep_AmmoCount(int32 OldCount) { } void ASentryGun::OnProjectileFired(const FVector& Location) { } void ASentryGun::OnNewTargetRequested(const FLaserPointerTarget& HitInfo) { } FTransform ASentryGun::GetMuzzleTransform() const { return FTransform{}; } FName ASentryGun::GetMuzzleName() const { return NAME_None; } int32 ASentryGun::GetMaxAmmoCount() const { return 0; } float ASentryGun::GetDeployProgress_Implementation() const { return 0.0f; } float ASentryGun::GetAmmoLeftPct() const { return 0.0f; } int32 ASentryGun::GetAmmoLeft() const { return 0; } void ASentryGun::Force_Fire_Implementation(AActor* Target) { } void ASentryGun::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ASentryGun, Enabled); DOREPLIFETIME(ASentryGun, AmmoCount); DOREPLIFETIME(ASentryGun, MaxAmmoCount); DOREPLIFETIME(ASentryGun, TargetYaw); DOREPLIFETIME(ASentryGun, TargetPitch); DOREPLIFETIME(ASentryGun, LastTarget); DOREPLIFETIME(ASentryGun, PrioritizedTarget); } ASentryGun::ASentryGun() { this->SentryGunMesh = CreateDefaultSubobject(TEXT("SentryGunMesh")); this->ProjectileClass = NULL; this->ShootingSound = NULL; this->MuzzleFlash = NULL; this->Tracer = NULL; this->MinTracerDistance = 100.00f; this->AngleRestriction = 0.00f; this->Enabled = true; this->AquisitionRange = 5000.00f; this->RotationSpeed = 3.00f; this->ShotCoolDown = 0.20f; this->TargetLeading = 0.00f; this->BurstCount = 0; this->BurstShotCoolDown = 1.00f; this->IdleScanAngle = 120.00f; this->IdleScanSpeed = 1.00f; this->FinalShotFadeOut = 0.50f; this->AudioOnTurn = NULL; this->AmmoCount = 100; this->MaxAmmoCount = 100; this->Damage = 10.00f; this->TargetYaw = 0.00f; this->TargetPitch = 0.00f; this->WeaponFire = NULL; this->ShootingAudioComponent = NULL; }