#include "TremorAttackComponent.h" #include "Net/UnrealNetwork.h" void UTremorAttackComponent::StopParticles() { } void UTremorAttackComponent::StartParticles() { } void UTremorAttackComponent::OnTargetExitedTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void UTremorAttackComponent::OnTargetEnteredTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void UTremorAttackComponent::OnRep_IsAttackActive() { } bool UTremorAttackComponent::IsInited() const { return false; } void UTremorAttackComponent::InitTremorAttack(UBoxComponent* Box, UParticleSystemComponent* Particles) { } void UTremorAttackComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UTremorAttackComponent, IsAttackActive); } UTremorAttackComponent::UTremorAttackComponent() { this->IsAttackActive = false; this->CollisionComponent = NULL; this->ParticlesComponent = NULL; this->InitialParticlesDelay = 0.38f; this->PostParticleDelay = 0.00f; this->TargetMaxDistanceFromGround = 100.00f; this->TimeBetweenDamageTicks = 0.50f; this->LaunchForce = 200.00f; this->Duration = 3.00f; }