#include "Bomber.h" #include "Components/AudioComponent.h" #include "Particles/ParticleSystemComponent.h" #include "Net/UnrealNetwork.h" void ABomber::StopSpinAndDie() { } void ABomber::SetDropAcid(bool NewDropAcid) { } void ABomber::OnRep_DropAcid() { } void ABomber::OnRep_Death() { } void ABomber::OnRagdollHitGround(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) { } void ABomber::OnBladderDamage(float Amount) { } void ABomber::OnArmorDestroyed(FName Name) { } void ABomber::HideMesh() { } bool ABomber::GetDropAcid() const { return false; } bool ABomber::AreBladdersDestroyed() const { return false; } void ABomber::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ABomber, HasDied); DOREPLIFETIME(ABomber, IsRightDestroyed); DOREPLIFETIME(ABomber, IsLeftDestroyed); DOREPLIFETIME(ABomber, dropAcid); } ABomber::ABomber() { this->GooSoundComponent = CreateDefaultSubobject(TEXT("GooAudioComponent")); this->AcidEmitterLeft = CreateDefaultSubobject(TEXT("GooEmitterLeft")); this->AcidEmitterRight = CreateDefaultSubobject(TEXT("GooEmitterRight")); this->AcidProjectile = NULL; this->deathParticles = NULL; this->deathSound = NULL; this->DeathPanicSound = NULL; this->BleedParticles = NULL; this->BladderDestroyedNoise = NULL; this->RagdollForceModifier = 0.00f; this->DeathYRotationSpeed = 0.00f; this->DeathXRotationSpeed = 0.00f; this->SearchRange = 0.00f; this->NewPointMax = 0.00f; this->NewPointMin = 0.00f; this->DeathSpeed = 0.00f; this->DeathAcceleration = 0.00f; this->AcidRate = 1.00f; this->PostDeathAcidTime = 10.00f; this->HasDied = false; this->IsRightDestroyed = false; this->IsLeftDestroyed = false; this->dropAcid = false; this->NoDeathSpiral = false; }