#include "RedeployableSentryGun.h" #include "ActorTrackingComponent.h" #include "Net/UnrealNetwork.h" #include "OutlineComponent.h" void ARedeployableSentryGun::ToggleOutlineAndIcon(bool Visible) { } void ARedeployableSentryGun::SetSentryGunOwner(APlayerCharacter* Character) { } void ARedeployableSentryGun::OnRep_State(ERedeployableSentryGunState oldState) { } void ARedeployableSentryGun::OnRep_SentryGunOwner() { } void ARedeployableSentryGun::OnElectrocutionActorDestroyed(AActor* Actor) { } bool ARedeployableSentryGun::GetIsDismantled() const { return false; } bool ARedeployableSentryGun::GetIsDeployed() const { return false; } float ARedeployableSentryGun::GetAnimDuration(USkeletalMeshComponent* Mesh) { return 0.0f; } void ARedeployableSentryGun::DismantleFinished() { } void ARedeployableSentryGun::Dismantle() { } void ARedeployableSentryGun::DeployFinished() { } void ARedeployableSentryGun::Deploy() { } void ARedeployableSentryGun::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ARedeployableSentryGun, SentryGunOwner); DOREPLIFETIME(ARedeployableSentryGun, State); } ARedeployableSentryGun::ARedeployableSentryGun() { this->ActorTrackingIcon = CreateDefaultSubobject(TEXT("ActorTrackingIcon")); this->outline = CreateDefaultSubobject(TEXT("outline")); this->bOutlineAndIconVisible = false; this->State = ERedeployableSentryGunState::Deploying; this->PlasmaLineMaxRange = 1000.00f; this->PlasmaBeamClass = NULL; this->ElectrocutionActorClass = NULL; this->ElectrocutionActor = NULL; this->EMPDischargeActorClass = NULL; this->EMPDiscargeCooldown = 3.00f; }