#include "RandomFiringGuntowerModule.h" #include "Components/AudioComponent.h" #include "Particles/ParticleSystemComponent.h" #include "Components/StaticMeshComponent.h" #include "DamageComponent.h" #include "Net/UnrealNetwork.h" void ARandomFiringGuntowerModule::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ARandomFiringGuntowerModule, OtherCurrentRotation); DOREPLIFETIME(ARandomFiringGuntowerModule, IsAttacking); } ARandomFiringGuntowerModule::ARandomFiringGuntowerModule() { this->LaserFrontTop = CreateDefaultSubobject(TEXT("LaserFrontTop")); this->LaserFrontBottom = CreateDefaultSubobject(TEXT("LaserFrontBottom")); this->LaserBackTop = CreateDefaultSubobject(TEXT("LaserBackTop")); this->LaserBackBottom = CreateDefaultSubobject(TEXT("LaserBackBottom")); this->FrontTopLaserMuzzle = CreateDefaultSubobject(TEXT("FrontTopMuzzleEffect")); this->FrontBottomLaserMuzzle = CreateDefaultSubobject(TEXT("FrontBottomMuzzleEffect")); this->BackTopLaserMuzzle = CreateDefaultSubobject(TEXT("BackMuzzleEffect")); this->BackBottomLaserMuzzle = CreateDefaultSubobject(TEXT("BackBottimMuzzleEffect")); this->LaserImpact = NULL; this->LaserSound = CreateDefaultSubobject(TEXT("LaserSound")); this->Damage = CreateDefaultSubobject(TEXT("Damage")); this->BoneSpaceTurretMaxYaw = 0.00f; this->BoneSpaceTurretMaxPitch = 0.00f; this->TimeBetweenAttacks = 0.00f; this->TimeUntilNextAttack = 3.00f; this->ModuleRotationSpeed = 0.00f; this->TurretAimSpeed = 0.00f; this->LaserLeghtRatio = 1.00f; this->TimeBetweenHits = 0.25f; this->ChanceToInvert = 0.50f; this->PlatformDissolveRadius = 100.00f; this->PlatformDissolveSqueeze = 3.00f; this->IsAttacking = false; }