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

134 lines
3.8 KiB
C++
Executable file

#include "AmmoDrivenWeapon.h"
#include "AmmoDriveWeaponAggregator.h"
#include "Net/UnrealNetwork.h"
void AAmmoDrivenWeapon::UpdateHoldToFire() {
}
void AAmmoDrivenWeapon::Server_StopReload_Implementation(float BlendOutTime) {
}
void AAmmoDrivenWeapon::Server_ReloadWeapon_Implementation() {
}
void AAmmoDrivenWeapon::Server_PlayBurstFire_Implementation(uint8 shotCount) {
}
void AAmmoDrivenWeapon::Server_Gunsling_Implementation(uint8 Index) {
}
void AAmmoDrivenWeapon::ResupplyAmmo(int32 Amount) {
}
void AAmmoDrivenWeapon::OnWeaponFireEnded() {
}
void AAmmoDrivenWeapon::OnWeaponFired(const FVector& Location) {
}
void AAmmoDrivenWeapon::OnRicochet(const FVector& Origin, const FVector& Location, const FVector& Normal) {
}
void AAmmoDrivenWeapon::OnRep_IsFiring() {
}
bool AAmmoDrivenWeapon::IsClipFull() const {
return false;
}
void AAmmoDrivenWeapon::InstantlyReload() {
}
void AAmmoDrivenWeapon::Client_RefillAmmo_Implementation(float percentage) {
}
void AAmmoDrivenWeapon::All_StopReload_Implementation(float BlendOutTime) {
}
void AAmmoDrivenWeapon::All_StartReload_Implementation() {
}
void AAmmoDrivenWeapon::All_PlayBurstFire_Implementation(uint8 shotCount) {
}
void AAmmoDrivenWeapon::All_Gunsling_Implementation(uint8 Index) {
}
void AAmmoDrivenWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AAmmoDrivenWeapon, FP_ReloadAnimation);
DOREPLIFETIME(AAmmoDrivenWeapon, TP_ReloadAnimation);
DOREPLIFETIME(AAmmoDrivenWeapon, WPN_Reload);
DOREPLIFETIME(AAmmoDrivenWeapon, ClipCount);
DOREPLIFETIME(AAmmoDrivenWeapon, IsFiring);
}
AAmmoDrivenWeapon::AAmmoDrivenWeapon() {
this->WeaponFire = NULL;
this->Aggregator = CreateDefaultSubobject<UAmmoDriveWeaponAggregator>(TEXT("Aggregator"));
this->LoopFireAnimation = false;
this->LoopFireAnimationBlendoutTime = 0.25f;
this->FP_FireAnimation = NULL;
this->TP_FireAnimation = NULL;
this->FP_ReloadAnimation = NULL;
this->TP_ReloadAnimation = NULL;
this->WPN_Fire = NULL;
this->WPN_FireLastBullet = NULL;
this->WPN_Reload = NULL;
this->WPN_Reload_TP = NULL;
this->MuzzleParticles = NULL;
this->TPMuzzleParticles = NULL;
this->UseTriggeredMuzzleParticles = false;
this->CasingParticles = NULL;
this->UseTriggeredCasingParticleSystem = false;
this->MuzzleFlashLight = NULL;
this->FireSound = NULL;
this->RicochetSound = NULL;
this->RicochetParticle = NULL;
this->FireSoundDelayToTail = -1.00f;
this->FireSoundTail = NULL;
this->IsFireSoundTail2D = false;
this->FireForceFeedbackEffect = NULL;
this->FireSoundFadeDuration = 0.20f;
this->ReloadSound = NULL;
this->BulletsRemainingForNearEmptySound = 0;
this->PlayEmptySoundsIn3D = false;
this->NearEmptySound = NULL;
this->WeaponEmptySound = NULL;
this->ShoutShotFired = NULL;
this->ShoutOutOfAmmo = NULL;
this->ShoutReloading = NULL;
this->MaxAmmo = 0;
this->ClipSize = 0;
this->ShotCost = 1;
this->RateOfFire = 0.00f;
this->BurstCount = 0;
this->BurstCycleTime = 20.00f;
this->ReloadDuration = 0.00f;
this->AmmoCount = 0;
this->ClipCount = 0;
this->FireInputBufferTime = 0.00f;
this->AutoReloadDuration = 0.00f;
this->AutoReloadCompleteCue = NULL;
this->SupplyStatusWeight = 1.00f;
this->CycleTimeLeft = 0.00f;
this->UseCustomReloadDelay = false;
this->CustomReloadDelay = 0.00f;
this->ReloadTimeLeft = 0.00f;
this->AutomaticReload = false;
this->CanReload = false;
this->HoldToFirePercentOfFireRatePenalty = -1.00f;
this->ApplyRecoilAtEndOfBurst = false;
this->EndOfBurstRecoilMultiplier = 1.00f;
this->HasAutomaticFire = false;
this->IsFiring = false;
this->WeaponState = EAmmoWeaponState::Equipping;
}