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

73 lines
2.4 KiB
C++
Executable file

#include "BoltActionWeapon.h"
#include "Net/UnrealNetwork.h"
void ABoltActionWeapon::SetOverheated(bool isOverheated) {
}
void ABoltActionWeapon::Server_SetIsMovementSlowed_Implementation(bool bisMovementSlowed) {
}
void ABoltActionWeapon::Server_SetIsLatestShotFocused_Implementation(bool bisShotFocused) {
}
void ABoltActionWeapon::Server_SetIsChargingShot_Implementation(bool bisCharging) {
}
void ABoltActionWeapon::OnTimerElapsed() {
}
void ABoltActionWeapon::OnTargetKilled(AActor* Target, UFSDPhysicalMaterial* PhysicalMaterial, bool wasDirectHit) {
}
void ABoltActionWeapon::OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial) {
}
void ABoltActionWeapon::OnShotPowerSet() {
}
void ABoltActionWeapon::Client_OnTargetKilled_Implementation(bool BoostReloadTime) {
}
void ABoltActionWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABoltActionWeapon, LastShotWasAimed);
DOREPLIFETIME(ABoltActionWeapon, IsMovementSlowed);
}
ABoltActionWeapon::ABoltActionWeapon() {
this->DamageComponent = NULL;
this->HitscanComponent = NULL;
this->FocusedHitSTE = NULL;
this->RequireWeakspotForFocusedHitSTE = true;
this->IsNoGravityOnFocusEnabled = false;
this->NoGravityOnFocusDuration = 1.00f;
this->NoGravityFocusFallFriction = 2.00f;
this->NoGravityFocusGravityScale = 0.20f;
this->ZoomSpreadAmount = 10.00f;
this->ZoomMinSpreadWhileMoving = 0.00f;
this->ChargeSpeed = 0.50f;
this->ChargeAmmoCost = 2.00f;
this->ChargeRecoilMult = 2.00f;
this->ZoomedInAudio = NULL;
this->ChargedShotTrailParticles = NULL;
this->ButtonDownFireSound = NULL;
this->ChargedShotFireSound = NULL;
this->ChargedFoVChange = 15.00f;
this->ChargedFoVFadeSpeed = 60.00f;
this->MinCharge = 0.25f;
this->SlowMovementAtCharge = 0.50f;
this->FullChargeDamageBonus = 2.00f;
this->AimedShotStaggerChance = 0.00f;
this->AimedShotWeakpointDamageBonusMultiplier = 1.00f;
this->AimedWeakspotKilLRange = 350.00f;
this->TargetKilledReloadTimeBoost = 0.00f;
this->TargetKilledReloadTimeBoostDuration = 0.00f;
this->LastShotWasAimed = false;
this->IsMovementSlowed = false;
this->ChargeAffectsDamage = false;
this->Charging = false;
this->ChargeProgress = 0.00f;
}