#include "TerminatorTentacle.h" #include "GrabberComponent.h" #include "Net/UnrealNetwork.h" void ATerminatorTentacle::PlayHitReaction(float Amount) { } void ATerminatorTentacle::OnRep_TentacleState() { } void ATerminatorTentacle::OnRep_DesiredTarget() { } void ATerminatorTentacle::OnGrabbedActorReleased(AActor* Actor, bool fullGrabElapsed) { } void ATerminatorTentacle::OnDeathEvent(UHealthComponentBase* EnemyHealth) { } void ATerminatorTentacle::MoveToGrabTarget(AActor* Target, float grabDuration) { } void ATerminatorTentacle::ChangeTentacleState(ETerminatorTentacleState NewState) { } void ATerminatorTentacle::All_PlayFlairAnimation_Implementation() { } void ATerminatorTentacle::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ATerminatorTentacle, TentacleState); DOREPLIFETIME(ATerminatorTentacle, DesiredTarget); } ATerminatorTentacle::ATerminatorTentacle() { this->FlairAnimation = NULL; this->MinFlairAnimCooldown = 1.00f; this->MaxFlairAnimationCooldown = 2.00f; this->SwaySpeed = 50.00f; this->Extended = false; this->TentacleState = ETerminatorTentacleState::Idle; this->HeadMesh = NULL; this->GrabberComponent = CreateDefaultSubobject(TEXT("Grabber")); }