#include "WoodLouse.h" #include "Perception/PawnSensingComponent.h" #include "Components/SceneComponent.h" #include "Net/UnrealNetwork.h" void AWoodLouse::StopSpecial() { } void AWoodLouse::StartSpecial() { } void AWoodLouse::SetWantsToStandUp(bool aWantsToStandUp) { } void AWoodLouse::SetState(EWoodLouseState aState) { } void AWoodLouse::SetRotateToTarget(bool aRotateToTarget) { } void AWoodLouse::SeePawn(APawn* aSenPawn) { } void AWoodLouse::OnRep_State() { } void AWoodLouse::OnRep_LastHit() { } EWoodLouseState AWoodLouse::GetRollerState() const { return EWoodLouseState::Unfolded; } void AWoodLouse::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AWoodLouse, LastHit); DOREPLIFETIME(AWoodLouse, CurrentState); DOREPLIFETIME(AWoodLouse, CurrentTarget); DOREPLIFETIME(AWoodLouse, RotateTowardsTarget); DOREPLIFETIME(AWoodLouse, WantsToStandUp); DOREPLIFETIME(AWoodLouse, IsShooting); } AWoodLouse::AWoodLouse() { this->RollingCenter = CreateDefaultSubobject(TEXT("RollingCenter")); this->PawnSensing = CreateDefaultSubobject(TEXT("Sensing")); this->forceState = EWoodLouseState::Size; this->RollingCenterOffsetOnStanding = 60.00f; this->RollingCenterOffsetOnFold = 80.00f; this->ChanceToWalk = 0.60f; this->DebugAngle = false; this->FakeMoverSettings = NULL; this->BurstProjectileClass = NULL; this->BurstTime = 0.25f; this->TiltModifier = 1.00f; this->BurstXOffset = 0.00f; this->BurstYOffset = 0.00f; this->BurstZOffset = 0.00f; this->HighDifficultyCustomProjectileGravity = 1.00f; this->BurstCount = 3; this->InvounerableOnRoll = true; this->LockToRollMode = false; this->LockToWalkMode = false; this->ForgetRange = 300.00f; this->ForgetTime = 0.70f; this->RefreshTimeMax = 0.00f; this->RefreshTimeMin = 0.00f; this->BumpPower = 0.00f; this->DirectionalBumpPower = 0.00f; this->CurrentState = EWoodLouseState::Folded; this->CurrentTarget = NULL; this->FoldedStateMaxTime = 0.00f; this->FoldedStateMinTime = 0.00f; this->UnfoldedStateMaxTime = 0.00f; this->UnflodedStateMinTime = 0.00f; this->BumpSound = NULL; this->TimeBetweenBumpingSamePlayer = 0.00f; this->MinBumpDamage = 10.00f; this->MaxBumpDamage = 25.00f; this->BumpDamage = 0.00f; this->BumpDamageType = NULL; this->MaxBumpPower = 0.00f; this->BumpRange = 0.00f; this->AcceptableAngles = 30.00f; this->RollSpeedModifier = 1.15f; this->RollAlpha = 1.00f; this->TiltAlpha = 1.00f; this->RollingSound = NULL; this->RollMoveSettings = NULL; this->StopRollMoveSettings = NULL; this->RotateTowardsTarget = false; this->SeeTargetSafetyTime = 20.00f; this->WantsToStandUp = false; this->IsShooting = false; this->CanStandOnAnySurface = false; }