#include "CaveLeech.h" #include "Components/SceneComponent.h" #include "Components/SkeletalMeshComponent.h" #include "GrabberComponent.h" #include "Net/UnrealNetwork.h" void ACaveLeech::OnRep_State() { } FVector ACaveLeech::GetTentacleTargetLocation() const { return FVector{}; } FVector ACaveLeech::GetMouthLocation_Implementation() const { return FVector{}; } AActor* ACaveLeech::GetCurrentTarget() { return NULL; } void ACaveLeech::Died(UHealthComponentBase* HealthComponent) { } void ACaveLeech::Damaged(float Amount) { } void ACaveLeech::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ACaveLeech, State); DOREPLIFETIME(ACaveLeech, TentacleLocation); DOREPLIFETIME(ACaveLeech, TentacleVelocity); DOREPLIFETIME(ACaveLeech, Target); } ACaveLeech::ACaveLeech() { this->SkeletalMesh = CreateDefaultSubobject(TEXT("NewMesh")); this->GrabberComponent = CreateDefaultSubobject(TEXT("Grabber")); this->BiteDamage = 10.00f; this->BitesPerSecond = 1.00f; this->MaxDistanceXY = 300.00f; this->GrapDistance = 100.00f; this->GrapDelay = 1.00f; this->TentacleSpeed = 100.00f; this->TentacleRetractSpeed = 120.00f; this->RetractDuration = 0.50f; this->TentaclePullSpeed = 250.00f; this->TentacleDropPlayerSpeed = 500.00f; this->TentacleDropGroundDistance = 200.00f; this->MaxDropPlayerDuration = 2.00f; this->HeadInterpSpeed = 0.50f; this->TentacleAttachOffset = 40.00f; this->BiteDistance = 100.00f; this->RevivedGracePeriod = 10.00f; this->CaveLeechSenseAffliction = NULL; this->StateTime = 0.00f; this->State = ECaveLeechState::Idle; this->HealthTarget = NULL; this->TentacleHead = CreateDefaultSubobject(TEXT("TentacleHead")); }