#include "AmmoDrivenWeapon.h" #include "AmmoDriveWeaponAggregator.h" #include "Net/UnrealNetwork.h" void AAmmoDrivenWeapon::UpdateHoldToFire() { } void AAmmoDrivenWeapon::Server_StopReload_Implementation(float BlendOutTime) { } void AAmmoDrivenWeapon::Server_ReloadWeapon_Implementation() { } void AAmmoDrivenWeapon::Server_PlayBurstFire_Implementation(uint8 shotCount) { } void AAmmoDrivenWeapon::Server_Gunsling_Implementation(uint8 Index) { } void AAmmoDrivenWeapon::ResupplyAmmo(int32 Amount) { } void AAmmoDrivenWeapon::OnWeaponFireEnded() { } void AAmmoDrivenWeapon::OnWeaponFired(const FVector& Location) { } void AAmmoDrivenWeapon::OnRicochet(const FVector& Origin, const FVector& Location, const FVector& Normal) { } void AAmmoDrivenWeapon::OnRep_IsFiring() { } bool AAmmoDrivenWeapon::IsClipFull() const { return false; } void AAmmoDrivenWeapon::InstantlyReload() { } void AAmmoDrivenWeapon::Client_RefillAmmo_Implementation(float percentage) { } void AAmmoDrivenWeapon::All_StopReload_Implementation(float BlendOutTime) { } void AAmmoDrivenWeapon::All_StartReload_Implementation() { } void AAmmoDrivenWeapon::All_PlayBurstFire_Implementation(uint8 shotCount) { } void AAmmoDrivenWeapon::All_Gunsling_Implementation(uint8 Index) { } void AAmmoDrivenWeapon::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAmmoDrivenWeapon, FP_ReloadAnimation); DOREPLIFETIME(AAmmoDrivenWeapon, TP_ReloadAnimation); DOREPLIFETIME(AAmmoDrivenWeapon, WPN_Reload); DOREPLIFETIME(AAmmoDrivenWeapon, ClipCount); DOREPLIFETIME(AAmmoDrivenWeapon, IsFiring); } AAmmoDrivenWeapon::AAmmoDrivenWeapon() { this->WeaponFire = NULL; this->Aggregator = CreateDefaultSubobject(TEXT("Aggregator")); this->LoopFireAnimation = false; this->LoopFireAnimationBlendoutTime = 0.25f; this->FP_FireAnimation = NULL; this->TP_FireAnimation = NULL; this->FP_ReloadAnimation = NULL; this->TP_ReloadAnimation = NULL; this->WPN_Fire = NULL; this->WPN_FireLastBullet = NULL; this->WPN_Reload = NULL; this->WPN_Reload_TP = NULL; this->MuzzleParticles = NULL; this->TPMuzzleParticles = NULL; this->UseTriggeredMuzzleParticles = false; this->CasingParticles = NULL; this->UseTriggeredCasingParticleSystem = false; this->MuzzleFlashLight = NULL; this->FireSound = NULL; this->RicochetSound = NULL; this->RicochetParticle = NULL; this->FireSoundDelayToTail = -1.00f; this->FireSoundTail = NULL; this->IsFireSoundTail2D = false; this->FireForceFeedbackEffect = NULL; this->FireSoundFadeDuration = 0.20f; this->ReloadSound = NULL; this->BulletsRemainingForNearEmptySound = 0; this->PlayEmptySoundsIn3D = false; this->NearEmptySound = NULL; this->WeaponEmptySound = NULL; this->ShoutShotFired = NULL; this->ShoutOutOfAmmo = NULL; this->ShoutReloading = NULL; this->MaxAmmo = 0; this->ClipSize = 0; this->ShotCost = 1; this->RateOfFire = 0.00f; this->BurstCount = 0; this->BurstCycleTime = 20.00f; this->ReloadDuration = 0.00f; this->AmmoCount = 0; this->ClipCount = 0; this->FireInputBufferTime = 0.00f; this->AutoReloadDuration = 0.00f; this->AutoReloadCompleteCue = NULL; this->SupplyStatusWeight = 1.00f; this->CycleTimeLeft = 0.00f; this->UseCustomReloadDelay = false; this->CustomReloadDelay = 0.00f; this->ReloadTimeLeft = 0.00f; this->AutomaticReload = false; this->CanReload = false; this->HoldToFirePercentOfFireRatePenalty = -1.00f; this->ApplyRecoilAtEndOfBurst = false; this->EndOfBurstRecoilMultiplier = 1.00f; this->HasAutomaticFire = false; this->IsFiring = false; this->WeaponState = EAmmoWeaponState::Equipping; }