#include "ZipLineStateComponent.h" #include "Net/UnrealNetwork.h" void UZipLineStateComponent::ServerSetSpeedBoostActivated_Implementation(bool InBoostActivated) { } void UZipLineStateComponent::ServerJumpPressed_Implementation(bool JumpForward) { } void UZipLineStateComponent::ServerForwardInputChanged_Implementation(float Input) { } void UZipLineStateComponent::ServerChangeDirection_Implementation() { } void UZipLineStateComponent::OnRep_ZipLine() { } void UZipLineStateComponent::OnPlayerHit(float Damage, const FDamageData& DamageData, bool anyHealthLost) { } bool UZipLineStateComponent::GetSpeedBoostActivated() const { return false; } FVector UZipLineStateComponent::GetJumpVector_Implementation(FVector LookVector, FVector CurrentVelocity) { return FVector{}; } void UZipLineStateComponent::All_SpeedBoostChanged_Implementation(bool bActive) { } void UZipLineStateComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UZipLineStateComponent, ZipLineProjectile); DOREPLIFETIME(UZipLineStateComponent, ZipLine); } UZipLineStateComponent::UZipLineStateComponent() { this->VerticalOffset = -80.00f; this->HorizontalOffset = -15.00f; this->TravelSpeed = 250.00f; this->AccelAndDecelAlpha = 1.00f; this->JumpForce = 300.00f; this->SpeedBoostActivationDuration = 1.00f; this->SpeedBoostActivionMinAngle = 10.00f; this->BaseSpeedBoost = 100.00f; this->AdditionalSpeedBoostPerAngle = 50.00f; this->SpeedBoostCoolDownDuration = 1.00f; this->AccelerationAlpha = 1.00f; this->DecelerationAlpha = 5.00f; this->MinStartDistanceToEnd = 500.00f; this->ReleaseDistance = 100.00f; this->bCanActivateSpeedBoost = false; this->bShowSpeedBoostActivator = false; this->SpeedBoostActivationProgress = 0.00f; this->AudioOnStart = NULL; this->AudioOnDuring = NULL; this->AudioOnChangingDirection = NULL; this->AudioOnStop = NULL; this->AudioOnSpeedBoostActivated = NULL; this->ShoutStartUsing = NULL; this->ShoutSpeedBoostActivated = NULL; this->ZipLineProjectile = NULL; this->DamageBeforeFalling = 25.00f; this->FriendlyFireModifier = 0.50f; this->DamageResetTime = 2.00f; this->AudioComponent = NULL; }