#include "Grenade.h" #include "GameFramework/ProjectileMovementComponent.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void AGrenade::OnRep_HasExploded() { } bool AGrenade::IsNonFriendlyPawn(AActor* Actor) const { return false; } bool AGrenade::IsNonFriendly(AActor* Actor) const { return false; } TSubclassOf AGrenade::GetWeaponViewClass() const { return NULL; } AGrenade* AGrenade::GetGrenadeDefaultObject(TSubclassOf GrenadeClass) { return NULL; } void AGrenade::ActorWasHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit) { } void AGrenade::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AGrenade, Duration); DOREPLIFETIME(AGrenade, HasExploded); } AGrenade::AGrenade() { this->CrossHairType = NULL; this->Movement = CreateDefaultSubobject(TEXT("ProjectileMovement")); this->CoolDown = -1.00f; this->Duration = 0.00f; this->CanCook = false; this->cookTime = -1.00f; this->CookingSound = NULL; this->ExplosionDelay = 0.00f; this->ExplodeOnImpact = false; this->MaxGrenades = 0; this->HasExploded = false; this->ItemID = NULL; this->WeaponPreviewClass = NULL; this->LoadoutProxy = NULL; this->HandAttachMesh = NULL; this->ProjectionSettings = NULL; this->ImpactGroundSound = NULL; this->ImpactGroundParticles = NULL; this->GrenadeAnimationSetOverride = NULL; }