#include "MicrowaveWeapon.h" #include "CapsuleHitscanComponent.h" #include "DamageComponent.h" void AMicrowaveWeapon::UpdateMuzzleAnim(bool InIsFiring) { } void AMicrowaveWeapon::SpawnExplosiveBoil(UPrimitiveComponent* Target, const FMultiHitscanHit& Hit) { } void AMicrowaveWeapon::ShowBoilerRayExplosion_Server_Implementation(FVector_NetQuantize Location, FRotator Rotation) { } void AMicrowaveWeapon::ShowBoilerRayExplosion_Implementation(FVector_NetQuantize Location, FRotator Rotation) { } void AMicrowaveWeapon::Server_SetLensePower_Implementation(float lensepower) { } void AMicrowaveWeapon::OnTargetKilled(AActor* Target, UFSDPhysicalMaterial* PhysMat, bool wasDirectHit) { } void AMicrowaveWeapon::OnShowHitEffect(const FVector& ImpactPoint, const FVector& ImpactNormal, bool hitEnemy) { } void AMicrowaveWeapon::OnServerHitscanHit(const FMultiHitScanHits& Hits) { } void AMicrowaveWeapon::OnRadiantSuperHeaterAoe() { } void AMicrowaveWeapon::OnPushedDamageEffect(UHealthComponentBase* healthComp) { } void AMicrowaveWeapon::EndCharacterOverheatAnim() { } void AMicrowaveWeapon::All_ShowNeuroSpread_Implementation(const FVector& Location) { } AMicrowaveWeapon::AMicrowaveWeapon() { this->DamageComp = CreateDefaultSubobject(TEXT("MicrowaveDamage")); this->CapsuleHitscanComp = CreateDefaultSubobject(TEXT("CapsuleHitscanComponent")); this->FP_MuzzleParticle = NULL; this->TP_MuzzleParticle = NULL; this->ExplodingTargetsDamageComponent = CreateDefaultSubobject(TEXT("ExplodingTargetsDamage")); this->RadiantSuperheaterHeat = CreateDefaultSubobject(TEXT("RadiantSuperheaterHeat")); this->RadiantSuperheaterFrostShock = CreateDefaultSubobject(TEXT("RadiantSuperheaterFrostShock")); this->SwitchTime = 0.15f; this->GammaContaminationSTE = NULL; this->GammaContaminationZoneSTE = NULL; this->GammaContaminationRange = 300.00f; this->ExplodableBlisterClass = NULL; this->BlisteringNecrosisChance = 0.10f; this->MinTimeBetweenBlisteringNecrosis = 0.10f; this->FireEffect = NULL; this->NeuroToSpread = NULL; this->SlowEffect = NULL; this->ImpactParticleEnemies = NULL; this->ImpactParticleTerrain = NULL; this->NeuroSpreadParticles = NULL; this->P_NeuroSpreadParticles = NULL; this->NeuroSpreadSound = NULL; this->MicrowaveMuzzle = NULL; this->MuzzleComp = NULL; this->WeaponRange = 1000.00f; this->ShotWidth = 300.00f; this->DamageInterval = 1.00f; this->KilledTargetsExplosionChance = 0.00f; this->ExplosionOCSystem = NULL; this->NeuroSpreadRadius = 200.00f; this->TemperatureAmplification = 0.00f; this->RadiantSuperheaterActive = false; this->RadiantSuperheaterFrostShockChance = 0.50f; this->RadiantSuperheaterHeatShockChance = 0.50f; this->RadiantSuperheaterMinColdDamage = 50.00f; this->RadiantSuperheaterMinHeatDamage = 50.00f; this->RadiantSuperheaterFrostTransferFactor = 0.50f; this->RadiantSuperheaterHeatTransferFactor = 0.50f; this->ColdTempAmpMultiplier = 1.50f; this->SlowOnHit = false; this->HeatSink = NULL; }