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

191 lines
6 KiB
C++
Executable file

#include "Bosco.h"
#include "Perception/PawnSensingComponent.h"
#include "Components/AudioComponent.h"
#include "Particles/ParticleSystemComponent.h"
#include "Components/PointLightComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/SpotLightComponent.h"
#include "BobbingComponent.h"
#include "BoscoAbillityComponent.h"
#include "DamageComponent.h"
#include "DroneMiningToolBase.h"
#include "DroneSkinnableComponent.h"
#include "HealthComponent.h"
#include "HitscanComponent.h"
#include "Net/UnrealNetwork.h"
#include "UpgradableBoscoComponent.h"
void ABosco::UsePlayerActivatedAbillity(EAbilityIndex Index, AActor* aTarget, const FVector& aLocation) {
}
void ABosco::UseABillity() {
}
void ABosco::StopShootingSound_Implementation() {
}
void ABosco::StartSelfDestruct() {
}
void ABosco::SetIsReviving(bool aIsReviving) {
}
void ABosco::SetIsRepairing(bool isRepairing) {
}
void ABosco::ReviveCounterChanged(int32 remainingCharges) {
}
void ABosco::Respond() {
}
void ABosco::PlaySalute_Implementation() {
}
void ABosco::OnWeaponFired(const FVector& Location) {
}
void ABosco::OnTargetBurrowChange(bool burrowed) {
}
void ABosco::OnRep_State(EDroneAIState prevState) {
}
void ABosco::OnReadyToShoot() {
}
void ABosco::OnNotReadyToShoot() {
}
void ABosco::OnHit(float Amount, float BaseAmount, const FDamageData& DamageData) {
}
void ABosco::OnGrabbedGem() {
}
void ABosco::MineEffects_Implementation(UTerrainMaterial* aTerrainMaterial, FVector_NetQuantize aLocation, FRotator aRotation) {
}
UUpgradableBoscoComponent* ABosco::GetUpgradeComponent() {
return NULL;
}
int32 ABosco::GetReviveCharges() const {
return 0;
}
UBoscoAbillityComponent* ABosco::GetPlayerAbillity() const {
return NULL;
}
EDroneAIState ABosco::GetCurrentState() const {
return EDroneAIState::Follow;
}
bool ABosco::GetCarryInterrupted() const {
return false;
}
bool ABosco::DoPickupGemAnimation() {
return false;
}
void ABosco::All_OnSelfDestruct_Implementation() {
}
void ABosco::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABosco, RotateTarget);
DOREPLIFETIME(ABosco, LookAtLocation);
DOREPLIFETIME(ABosco, IsFiring);
DOREPLIFETIME(ABosco, IsInRangeToMine);
DOREPLIFETIME(ABosco, IsPreparedToMine);
DOREPLIFETIME(ABosco, IsMining);
DOREPLIFETIME(ABosco, IsReviving);
DOREPLIFETIME(ABosco, IsRotateMode);
DOREPLIFETIME(ABosco, CurrentState);
}
ABosco::ABosco() {
this->HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("HealthComponent"));
this->PrimaryAbility = CreateDefaultSubobject<UBoscoAbillityComponent>(TEXT("PrimaryAbility"));
this->SecondaryAbility = CreateDefaultSubobject<UBoscoAbillityComponent>(TEXT("SecondaryAbility"));
this->Damage = CreateDefaultSubobject<UDamageComponent>(TEXT("Damage"));
this->Senses = CreateDefaultSubobject<UPawnSensingComponent>(TEXT("Senses"));
this->MiningTool = CreateDefaultSubobject<UDroneMiningToolBase>(TEXT("MiningTool"));
this->BobbingComponent = CreateDefaultSubobject<UBobbingComponent>(TEXT("BobbingComponent"));
this->BoscoMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("BoscoMesh"));
this->DroneHitScan = CreateDefaultSubobject<UHitscanComponent>(TEXT("BoscoHitscan"));
this->SpotLightComponent = CreateDefaultSubobject<USpotLightComponent>(TEXT("SpotLightComponent"));
this->PointLightComponent = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLightComponent"));
this->LTrail = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("LTrail"));
this->RTrail = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("RTrail"));
this->MomentumSound = CreateDefaultSubobject<UAudioComponent>(TEXT("MomentumAudio"));
this->DefendDrilldozerShout = NULL;
this->DefendGenericShout = NULL;
this->MineOrderShout = NULL;
this->KillOrderShout = NULL;
this->GoToOrderShout = NULL;
this->ReviveOrderShout = NULL;
this->PickupGemShout = NULL;
this->ReviveThankShout = NULL;
this->GeneralCallShout = NULL;
this->VacuumShout = NULL;
this->MineResponse = NULL;
this->CombatResponse = NULL;
this->LightResponse = NULL;
this->ReviveResponse = NULL;
this->AbillityResponse = NULL;
this->CurrentResponse = NULL;
this->ResponseTime = 0.00f;
this->ShouldSelfDestructOnMultiplePlayers = true;
this->SeeTargetTime = 0.50f;
this->AbillityErrorSound = NULL;
this->INcreasedMiningArea = 15.00f;
this->TimeToResetMiningBoost = 3.00f;
this->MiningBoosMultiplier = 7.00f;
this->RocketAbillity = NULL;
this->CryoGrenadeAbillity = NULL;
this->ItemID = NULL;
this->Upgradable = CreateDefaultSubobject<UUpgradableBoscoComponent>(TEXT("Upgradable"));
this->SaluteAnimation = NULL;
this->PickupGemAnimation = NULL;
this->DropGemAnimation = NULL;
this->SaluteDuration = 0.00f;
this->Skinnable = CreateDefaultSubobject<UDroneSkinnableComponent>(TEXT("Skinnable"));
this->TargetLightSetting = 0;
this->RotateTarget = NULL;
this->ShootSound = NULL;
this->ShootSoundFadeout = 0.20f;
this->ShootSoundTail = NULL;
this->ShootSoundInstance = NULL;
this->MuzzleEffect = NULL;
this->TracerEffect = NULL;
this->FireRate = 0.00f;
this->MinShotsInBurst = 0;
this->MaxShotsInBurst = 0;
this->MaxRandomBurstCooldown = 0.00f;
this->MinRandomBurstCooldown = 0.00f;
this->MaxFiringAngle = 0.00f;
this->MaxEngagementRange = 0.00f;
this->MinTracerDistance = 100.00f;
this->TracerSpeed = 10000.00f;
this->ReviveSirens = NULL;
this->DistanceToFacePlayer = 0.00f;
this->RotationSpeed = 0.00f;
this->PrepareToMineRange = 0.00f;
this->MiningRange = 0.00f;
this->MaxRevives = 0;
this->IsFiring = false;
this->IsInRangeToMine = false;
this->IsPreparedToMine = false;
this->IsMining = false;
this->IsReviving = false;
this->IsRotateMode = false;
this->DroneController = NULL;
this->CurrentState = EDroneAIState::Follow;
}