#include "Item.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" #include "UpgradableItemComponent.h" void AItem::UpdateSkin() { } UAudioComponent* AItem::SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, float PriorityOverride, FName AttachPointName, FVector Location, FRotator Rotation, TEnumAsByte LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration) { return NULL; } UAudioComponent* AItem::SpawnSoundAtLocation(USoundBase* Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration) { return NULL; } UAudioComponent* AItem::SpawnSound2D(USoundBase* Sound, float PriorityOverride, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy, bool SendVibration) { return NULL; } void AItem::Server_StartUsing_Implementation(bool NewIsUsing) { } void AItem::Resupply(float percentage) { } void AItem::OnRep_IsUsing(bool OldValue) { } void AItem::OnOwnerDestroyed(AActor* owningActor) { } bool AItem::IsLocallyControlled() const { return false; } bool AItem::IsFirstPerson() const { return false; } TSubclassOf AItem::GetWeaponViewClass() const { return NULL; } FItemLoadoutAnimations AItem::GetLoadoutAnimations() const { return FItemLoadoutAnimations{}; } FText AItem::GetItemName() const { return FText::GetEmpty(); } UTexture2D* AItem::GetItemIconLine() const { return NULL; } UTexture2D* AItem::GetItemIconBG() const { return NULL; } AItem* AItem::GetItemDefaultObject(TSubclassOf itemClass) { return NULL; } FText AItem::GetItemCategory() const { return FText::GetEmpty(); } USceneComponent* AItem::GetHeatingAudioSceneComponent_Implementation() { return NULL; } UItemCharacterAnimationSet* AItem::GetCharacterAnimationSet() const { return NULL; } FString AItem::GetAnalyticsItemName() const { return TEXT(""); } FString AItem::GetAnalyticsItemCategory() const { return TEXT(""); } void AItem::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AItem, overHeated); DOREPLIFETIME(AItem, IsUsing); } AItem::AItem() { this->EnableDangerousSaveGameIDEditing = false; this->ItemID = NULL; this->Character = NULL; this->UpgradableItem = CreateDefaultSubobject(TEXT("Upgradable")); this->CameraShake = NULL; this->CameraShakeOnStartUsing = false; this->CameraShakeOnEquip = false; this->HeatCurve = NULL; this->ManualHeatPerUse = 0.00f; this->CooldownRate = 1.00f; this->ManualCooldownDelay = -1.00f; this->UnjamDuration = 8.00f; this->CurrentTemperature = 0.00f; this->AudioTemperature = NULL; this->AudioTemperatureFadeout = 0.00f; this->TemperatureFloatParam = TEXT("Temperature"); this->TemperatureAudioComponent = NULL; this->overHeated = false; this->ShoutOverheated = NULL; this->bAimAssistEnabled = true; this->MovementRateWhileUsing = 1.00f; this->CanPlayLedgeClimbWhileUsing = true; this->CanInspectItem = true; this->CanSprintWithItem = true; this->CustomIconWidget = NULL; this->AdvancedVibrationSendLevel = 1.00f; this->IsEquipped = false; this->IsUsing = false; }