#include "ConvertedRobot.h" #include "Components/AudioComponent.h" #include "Components/PointLightComponent.h" #include "Components/SceneComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Components/SpotLightComponent.h" #include "Components/StaticMeshComponent.h" #include "DamageComponent.h" #include "EnemyComponent.h" #include "HitscanComponent.h" #include "Net/UnrealNetwork.h" #include "OutlineComponent.h" #include "PawnStatsComponent.h" #include "SingleUsableComponent.h" void AConvertedRobot::UpdateGunsInsideTerrain() { } void AConvertedRobot::StartBossFight() { } void AConvertedRobot::ParasiteDamaged(float aDamage) { } void AConvertedRobot::OnWeaponsFired(const FVector& aHitResult) { } void AConvertedRobot::OnUsed(APlayerCharacter* aUser, EInputKeys Key) { } void AConvertedRobot::OnSeePawn(APawn* APawn) { } void AConvertedRobot::OnRep_TeamState() { } void AConvertedRobot::OnRep_Target() { } void AConvertedRobot::OnRep_SpinTurret() { } void AConvertedRobot::OnRep_IsIntroducting() { } void AConvertedRobot::OnRep_IsFiring() { } void AConvertedRobot::OnRep_IsDoingSpecialAttack() { } void AConvertedRobot::OnParasiteDeath(AActor* AParasiteEnemy) { } ERobotState AConvertedRobot::GetTeamState() const { return ERobotState::Enemy; } FVector AConvertedRobot::GetPlayerMediumPoint() const { return FVector{}; } TArray AConvertedRobot::GetParasites() const { return TArray(); } bool AConvertedRobot::GetHasPoweredDown() const { return false; } void AConvertedRobot::DestroyAttatchPoint_Implementation(USceneComponent* aComponent) { } void AConvertedRobot::CannonEffects_Implementation() { } void AConvertedRobot::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AConvertedRobot, ForceSit); DOREPLIFETIME(AConvertedRobot, IsIntroducing); DOREPLIFETIME(AConvertedRobot, IntroductionDone); DOREPLIFETIME(AConvertedRobot, IsGrowingShield); DOREPLIFETIME(AConvertedRobot, TargetShieldSize); DOREPLIFETIME(AConvertedRobot, IsFiring); DOREPLIFETIME(AConvertedRobot, Parasites); DOREPLIFETIME(AConvertedRobot, SpinTurret); DOREPLIFETIME(AConvertedRobot, HasLockedOn); DOREPLIFETIME(AConvertedRobot, StartedSpecialAttack); DOREPLIFETIME(AConvertedRobot, TeamState); DOREPLIFETIME(AConvertedRobot, IsWalking); DOREPLIFETIME(AConvertedRobot, IsDoingSpecialAttack); DOREPLIFETIME(AConvertedRobot, CurrentTarget); } AConvertedRobot::AConvertedRobot() { this->EnemyComponent = CreateDefaultSubobject(TEXT("enemy")); this->PawnStats = CreateDefaultSubobject(TEXT("PawnStats")); this->outline = CreateDefaultSubobject(TEXT("outline")); this->HitScan = CreateDefaultSubobject(TEXT("HitScan")); this->Usable = CreateDefaultSubobject(TEXT("Usable")); this->TurretRoot = CreateDefaultSubobject(TEXT("TurretRoot")); this->TurretMesh = CreateDefaultSubobject(TEXT("TurretMesh")); this->MuzzleFlash = CreateDefaultSubobject(TEXT("MuzzleFlash")); this->SpotLight = CreateDefaultSubobject(TEXT("FloodLight")); this->LightCone = CreateDefaultSubobject(TEXT("LightCone")); this->LaserBeam = CreateDefaultSubobject(TEXT("LaserBeam")); this->ShieldRoot = CreateDefaultSubobject(TEXT("ShieldRoot")); this->InnerShield = CreateDefaultSubobject(TEXT("InnerShield")); this->OuterShield = CreateDefaultSubobject(TEXT("OuterShieldLayer")); this->PulsatingSoundComp = CreateDefaultSubobject(TEXT("PulsatingSoundComponent")); this->LaserWarningSound = NULL; this->Damage = CreateDefaultSubobject(TEXT("DamageComponent")); this->ForceSit = false; this->LaserSound = NULL; this->LastPowerDownSound = NULL; this->PowerUpSound = NULL; this->IntroductionTime = 1.00f; this->IsIntroducing = false; this->IntroductionDone = false; this->IsGrowingShield = false; this->AimDownwardsOffset = 40.00f; this->BigShieldScale = 4.50f; this->SmallShieldScale = 1.20f; this->ShieldGrowthRate = 1.00f; this->LerpExp = 0.20f; this->MinimumShieldSize = 0.20f; this->TargetShieldSize = 0.00f; this->IdleRotationSpeed = 0.00f; this->LaserScaleRate = 0.00f; this->MaxSearchAngle = 45.00f; this->DoSpecialWhenEnemy = true; this->DoSpecialWhenFriendly = true; this->PerfectTrackingWhenEnemy = true; this->PerfectTrackingWhenFriendly = true; this->ReplaceBurstAttack = false; this->GrenadeFireSound = NULL; this->GrenadeFireParticle = NULL; this->IsFiring = false; this->TurretSpinSpeed = 0.00f; this->SpawnParasiteNumer = 2; this->MaxParasiteSlots = 3; this->ChanceToSpawnParasite = 0.00f; this->ParasiteClass = NULL; this->SpinTurret = false; this->SpecialAttackProjectile = NULL; this->FriendlyProjectile = NULL; this->HasLockedOn = false; this->TargetingSound = NULL; this->GrenadeShotAnimation = NULL; this->LockOnTime = 0.50f; this->ShootSound = NULL; this->ShootSoundFadeout = 0.20f; this->ShootSoundInstance = NULL; this->ShootSoundTail = NULL; this->MuzzleEffect = NULL; this->TracerEffect = NULL; this->GunRange = 0.00f; this->FireRate = 0.00f; this->GrenadeFireRate = 0.00f; this->BurstCooldown = 0.00f; this->MinBurst = 0; this->MaxBurst = 0; this->TurretLerpSpeed = 3.00f; this->DamageWhenFriendly = 1.00f; this->FriendlyFriendlyFireMultiplier = 1.00f; this->StartedSpecialAttack = false; this->TeamState = ERobotState::Enemy; this->IsWalking = false; this->IsDoingSpecialAttack = false; this->TurretRotation = NULL; this->CurrentTarget = NULL; }