#include "GatlingGun.h" #include "DamageComponent.h" #include "Net/UnrealNetwork.h" void AGatlingGun::Server_SetHotShellsOn_Implementation(bool hotShellsIsOn) { } void AGatlingGun::OnRep_HotShellsTracerOn() { } void AGatlingGun::OnGatlingTemperatureChanged(float Temperature, bool isOverheated) { } void AGatlingGun::OnEnemyKilled(AActor* Target, UFSDPhysicalMaterial* PhysMat, bool wasDirectHit) { } void AGatlingGun::Client_RemoveHeat_Implementation() { } void AGatlingGun::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AGatlingGun, HotShellsOn); } AGatlingGun::AGatlingGun() { this->BarrelProximityDamageEnabled = false; this->BarrelProximityDamageDistance = 250.00f; this->BarrelProximityDamageRadius = 100.00f; this->BarrelProximityDamageLength = 200.00f; this->TimeBetweenProximityDamageTicks = 0.50f; this->DamageMultiplierAtMaxStabilization = 1.00f; this->HotShellsTracerParticles = NULL; this->HeatRemovedOnKill = 0.00f; this->CriticalOverheatEnabled = false; this->HotShellsOn = false; this->HotShellsTemperatureRequired = 200.00f; this->DamageComponent = CreateDefaultSubobject(TEXT("DamageComponent")); this->BarrelProximityDamageComponent = CreateDefaultSubobject(TEXT("BarrelProximityDamage")); }