#include "FallingStateComponent.h" #include "Net/UnrealNetwork.h" void UFallingStateComponent::Server_TakeFallDamage_Implementation(float Amount) { } void UFallingStateComponent::Server_SetJumpPressed_Implementation(bool Pressed) { } void UFallingStateComponent::Server_SetHoverBootsPressed_Implementation(bool IsPressed) { } void UFallingStateComponent::Server_SetFallVelocity_Implementation(float Velocity) { } void UFallingStateComponent::Server_ClimbLedge_Implementation(bool shouldPlayAnimation) { } void UFallingStateComponent::Server_ActivateJumpBoots_Implementation() { } void UFallingStateComponent::OnRep_HoverBootsActive() { } void UFallingStateComponent::JumpReleased() { } void UFallingStateComponent::JumpPressed() { } void UFallingStateComponent::HoverBootsReleased() { } void UFallingStateComponent::HoverBootsPressed() { } void UFallingStateComponent::All_ShowJumpBootsActivation_Implementation() { } void UFallingStateComponent::All_ShowFallImpact_Implementation(UFSDPhysicalMaterial* PhysMat, const FVector_NetQuantize& Location) { } void UFallingStateComponent::All_ShowClimbLedge_Implementation() { } void UFallingStateComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFallingStateComponent, bHoverBootsActive); } UFallingStateComponent::UFallingStateComponent() { this->FallDamageStartVelocity = 1000.00f; this->FallDamageModifier = 0.10f; this->AutoClimbMinDelay = 1.00f; this->AutoClimbLookForwardDistance = 0.00f; this->MaxClimbHeight = 0.00f; this->MinClimbHeight = 0.00f; this->CapsuleCheckZOffset = 0.00f; this->MinInputDotProduct = 0.00f; this->JumpZVelocity = 0.00f; this->DebugAutoClimb = false; this->FallingShout = NULL; this->ShoutAfterDistance = 500.00f; this->ClimbUseSettings = NULL; this->HoverBootAirFriction = 5.00f; this->HoverBootAirControl = 0.00f; this->HoverBootGravityScale = 0.05f; this->ShoutHoverBootsBegin = NULL; this->HoverBootActivateDuration = 0.25f; this->bHoverBootsActive = false; this->HoverBootMaxDuration = 0.50f; this->JumpBootsZVelocity = 800.00f; this->JumpBootsActive = false; }