DRG-Femboy-Voice/Source/FSD/Private/AimingFacilityTurret.cpp
2025-04-15 12:39:31 -07:00

45 lines
1.5 KiB
C++
Executable file

#include "AimingFacilityTurret.h"
#include "Net/UnrealNetwork.h"
void AAimingFacilityTurret::SetupAimindicator(UParticleSystemComponent* NewAimIndicator, UParticleSystemComponent* NewAimIndicatorLock) {
}
void AAimingFacilityTurret::OnRep_IsLockedOn() {
}
void AAimingFacilityTurret::OnRep_IndicatorMode() {
}
void AAimingFacilityTurret::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AAimingFacilityTurret, IsLockedOn);
DOREPLIFETIME(AAimingFacilityTurret, IndicatorMode);
}
AAimingFacilityTurret::AAimingFacilityTurret() {
this->IsLockedOn = false;
this->aimIndicator = NULL;
this->aimIndicatorLock = NULL;
this->LockOnTime = 0.50f;
this->BurstInterval = 0.50f;
this->FireInterval = 0.10f;
this->TurretRotationSpeed = 5.00f;
this->InitialLockonDelay = 0.00f;
this->RegainLosLockonModifier = 1.00f;
this->AimZOffset = 0.00f;
this->TargetLeadingStrength = 0.00f;
this->TargetLeadingResponsiveness = 1.00f;
this->RaimainAfterShotTime = 0.25f;
this->TargetLeadingAfterLockonMultiplier = 1.00f;
this->TurningSpeedAfterLockOnMultipier = 1.00f;
this->PreLockonTargetChangeChance = 0.00f;
this->PreLockongTargetChangeRate = 0.00f;
this->IndicatorFlashTime = 1.00f;
this->TrackTargetAfterLockon = false;
this->ConstantAimAfterLock = false;
this->UseTraceForLockOn = false;
this->IndicatorMode = EIndicatorMode::EConstant;
}