#include "SplineHookAttack.h" #include "Net/UnrealNetwork.h" void USplineHookAttack::SetTailLight(UPointLightComponent* Light) { } void USplineHookAttack::OnRep_Using() { } FVector USplineHookAttack::GetTargetLocation() const { return FVector{}; } FVector USplineHookAttack::GetTargetDirection() const { return FVector{}; } bool USplineHookAttack::GetHasAquiredTarget() const { return false; } void USplineHookAttack::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(USplineHookAttack, SyncedTarget); DOREPLIFETIME(USplineHookAttack, Using); } USplineHookAttack::USplineHookAttack() { this->Spline = NULL; this->HeadMesh = NULL; this->TailMesh = NULL; this->HitReacts = NULL; this->GrabLight = NULL; this->GrabbedIndicationSound = NULL; this->HeadAnimation = NULL; this->Damage = NULL; this->ForwardPlacement = 100.00f; this->DesiredLaunchAngle = 45.00f; this->MaxAngledForce = 2000.00f; this->AdjustmentStartDistance = 50.00f; this->AttackDuration = 1.00f; this->MaxAngle = 60.00f; this->AttackOnProgress = 0.50f; this->AttackDelay = 0.30f; this->LeadMultiplier = 1.00f; this->AquireLocationTime = 0.00f; this->ShowGrabArea = false; this->Lead = false; this->Using = false; }