#include "ThrownGrenadeItem.h" #include "Net/UnrealNetwork.h" void AThrownGrenadeItem::SetRemainingCooldown(float CoolDown) { } void AThrownGrenadeItem::Server_ThrowGrenade_Implementation(const FVector& StartLocation, const float& cookTime) { } void AThrownGrenadeItem::Server_SetState_Implementation(EThrownGrenadeItemState itemState) { } void AThrownGrenadeItem::Server_Resupply_Implementation(float percentage) { } void AThrownGrenadeItem::ResupplyGrenadesAmount(const int32& Amount) { } void AThrownGrenadeItem::ResupplyGrenades(float percentage) { } TArray AThrownGrenadeItem::PredictGrenadePath() { return TArray(); } void AThrownGrenadeItem::OnRep_State() { } void AThrownGrenadeItem::OnRep_GrenadeCount() { } void AThrownGrenadeItem::OnRep_GrenadeClass() { } void AThrownGrenadeItem::GrenadeThrowFinished() { } void AThrownGrenadeItem::GetPredictedLastPosAndVelocity(FVector& Pos, FVector& Velocity) { } float AThrownGrenadeItem::GetGrenadeThrowVelocity() const { return 0.0f; } FRotator AThrownGrenadeItem::GetGrenadeThrowRotation() const { return FRotator{}; } float AThrownGrenadeItem::GetGrenadeGravity() const { return 0.0f; } float AThrownGrenadeItem::GetGrenadeDuration() const { return 0.0f; } void AThrownGrenadeItem::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AThrownGrenadeItem, Grenades); DOREPLIFETIME(AThrownGrenadeItem, State); DOREPLIFETIME(AThrownGrenadeItem, GrenadeClass); DOREPLIFETIME(AThrownGrenadeItem, CooldownIsDone); DOREPLIFETIME(AThrownGrenadeItem, HasRejoinedInitialized); } AThrownGrenadeItem::AThrownGrenadeItem() { this->FPAnimInstance = NULL; this->TPAnimInstance = NULL; this->CharacterAnimationSet = NULL; this->ThrowAngle = 0.00f; this->MaxGrenades = 0; this->Grenades = 0; this->GrenadeCooldownRemaining = 0.00f; this->State = EThrownGrenadeItemState::NotEquipped; this->GrenadeClass = NULL; this->DefaultGrenadeAnimationSet = NULL; this->GrenadeMeshInstance = NULL; this->CookSound = NULL; this->CooldownIsDone = true; this->HasRejoinedInitialized = false; }