#include "ChargedWeapon.h" #include "Net/UnrealNetwork.h" void AChargedWeapon::SetOverheated(bool isOverheated) { } void AChargedWeapon::Server_SetIsCharging_Implementation(bool isCharging) { } void AChargedWeapon::OnRep_Charging() { } bool AChargedWeapon::GetIsCharging() const { return false; } void AChargedWeapon::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AChargedWeapon, Charging); } AChargedWeapon::AChargedWeapon() { this->FP_OverheatAnim = NULL; this->WeaponOverheatAnim = NULL; this->FP_ChargeupMontage = NULL; this->TP_ChargeupMontage = NULL; this->ChargeupParticles = NULL; this->ChargeupParticleInstance = NULL; this->ChargeupFireMuzzleFlash = NULL; this->NormalFiresound = NULL; this->FullyChargedFireSound = NULL; this->ChargeSpeed = 0.50f; this->Charging = false; this->ChargeProgress = 0.00f; this->ShotCostAtBelowFullCharge = 1; this->ShotCostAtFullCharge = 10; this->ChargedShotsOnly = false; this->AutoFireWhenOverheated = true; this->TotalHeat = 0.00f; this->CoolingRate = 0.60f; this->HeatPerSecondWhileCharging = 0.05f; this->HeatPerSecondWhenCharged = 0.05f; this->HeatPerNormalShot = 0.20f; this->HeatPerChargedShot = 0.40f; }