#include "ElectroBeam.h" #include "Components/AudioComponent.h" #include "Components/CapsuleComponent.h" #include "Particles/ParticleSystemComponent.h" #include "Net/UnrealNetwork.h" void AElectroBeam::SetTarget(USceneComponent* TargetPoint) { } void AElectroBeam::SetSource(USceneComponent* SourcePoint) { } void AElectroBeam::SetParents(AActor* firstParent, AActor* secondParent) { } void AElectroBeam::RecalculateBeam() { } void AElectroBeam::OnRep_TargetLocation() { } void AElectroBeam::OnRep_SourceLocation() { } void AElectroBeam::OnRep_Flag() { } void AElectroBeam::OnParentDeath(UHealthComponentBase* HealthComponent) { } UParticleSystemComponent* AElectroBeam::GetParticleEffect() { return NULL; } UCapsuleComponent* AElectroBeam::GetCollider() { return NULL; } UAudioComponent* AElectroBeam::GetAudio() { return NULL; } void AElectroBeam::DelayedSetTarget(USceneComponent* TargetPoint) { } void AElectroBeam::DelayedSetSource(USceneComponent* SourcePoint) { } void AElectroBeam::DeactivateCollisionAndEffect() { } void AElectroBeam::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AElectroBeam, SourceLocation); DOREPLIFETIME(AElectroBeam, TargetLocation); DOREPLIFETIME(AElectroBeam, IsLit); } AElectroBeam::AElectroBeam() { this->collider = CreateDefaultSubobject(TEXT("collider")); this->DelaySource = NULL; this->DelayTarget = NULL; this->BeamEffect = CreateDefaultSubobject(TEXT("BeamEffect")); this->ZappSound = CreateDefaultSubobject(TEXT("ZappSound")); this->MaxLitTime = 0.00f; this->MinLitTime = 0.00f; this->MaxUnlitTime = 0.00f; this->MinUnlitTime = 0.00f; this->ShouldFlicker = false; this->IsLit = false; }