#pragma once #include "CoreMinimal.h" #include "AmmoDrivenWeapon.h" #include "SawedOffShotgun.generated.h" class UDamageComponent; UCLASS(Blueprintable) class ASawedOffShotgun : public AAmmoDrivenWeapon { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDamageComponent* DamageComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDamageComponent* ShockWaveDamageComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FearFactorOnFire; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FearFactorOnFireRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ShotgunJumpEnabled; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ShotgunJumpForce; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ShockwaveEnabled; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ShockWaveDistance; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ShockWaveRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ShockWaveLength; public: ASawedOffShotgun(); protected: UFUNCTION(BlueprintCallable) void SetShockWaveDamageComponent(UDamageComponent* Component); };