#include "GrapplingHookGun.h" #include "CoolDownItemAggregator.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void AGrapplingHookGun::StopGrapple() { } bool AGrapplingHookGun::StartGrapple() { return false; } void AGrapplingHookGun::Server_SetState_Implementation(const FGraplingGunState& NewState) { } void AGrapplingHookGun::OnRep_State(const FGraplingGunState& prevState) { } void AGrapplingHookGun::OnReleaseHook() { } float AGrapplingHookGun::GetWindUpProgress() const { return 0.0f; } float AGrapplingHookGun::GetCooldownDuration(TSubclassOf GrapplingHookGun) { return 0.0f; } void AGrapplingHookGun::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AGrapplingHookGun, AutoFire); DOREPLIFETIME(AGrapplingHookGun, State); } AGrapplingHookGun::AGrapplingHookGun() { this->CoolDownAggregator = CreateDefaultSubobject(TEXT("CoolDownAggregator")); this->MaxDistance = 2000.00f; this->FPReloadAnim = NULL; this->TPReloadAnim = NULL; this->FPGunslingAnim = NULL; this->TPGunslingAnim = NULL; this->MaxSpeed = 1500.00f; this->MaxSpeedReleaseModifier = 0.50f; this->WindUpTime = 0.40f; this->AutoFire = false; this->GrapleStartTime = 0.00f; }