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

62 lines
1.8 KiB
C++
Executable file

#include "BouncyBoomerang.h"
#include "Components/SceneComponent.h"
#include "Net/UnrealNetwork.h"
void ABouncyBoomerang::OnRep_TargetEnemy(AFSDPawn* lastEnemy) {
}
void ABouncyBoomerang::OnRep_State() {
}
void ABouncyBoomerang::OnRep_RandomSeed() {
}
void ABouncyBoomerang::OnRep_PosVel() {
}
void ABouncyBoomerang::CheckIfCollidingWithTerrain() {
}
void ABouncyBoomerang::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABouncyBoomerang, TargetEnemy);
DOREPLIFETIME(ABouncyBoomerang, PredictedNextEnemy);
DOREPLIFETIME(ABouncyBoomerang, RandomSeed);
DOREPLIFETIME(ABouncyBoomerang, State);
DOREPLIFETIME(ABouncyBoomerang, PosVel);
}
ABouncyBoomerang::ABouncyBoomerang() {
this->Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
this->DamageComponent = NULL;
this->BouncesLeft = 9;
this->ConeRange = 2000.00f;
this->ConeWidth = 50.00f;
this->BounceRange = 1250.00f;
this->ToTargetSpeed = 2000.00f;
this->TurnToTargetSpeed = 3.00f;
this->PathToDistPercent = 0.50f;
this->InitialBounceVectorCof = 0.20f;
this->ArcTimeScale = 1.00f;
this->GoBackAcceleration = 0.70f;
this->GoBackHardness = 3.00f;
this->TerrainCheckUpdateRate = 0.04f;
this->HitEnemyRange = 50.00f;
this->HitPlayerRange = 50.00f;
this->CatchSoundRange = 50.00f;
this->HitTerrainRange = 175.00f;
this->EnemyHitNiagaraSystem = NULL;
this->EnemyHitParticleSystem = NULL;
this->ImpactSound = NULL;
this->ReturnCatchSound = NULL;
this->ThrowBoomerangSound = NULL;
this->MeshPivot = NULL;
this->YawPivot = NULL;
this->MeshRotationRate = 1750.00f;
this->TargetEnemy = NULL;
this->PredictedNextEnemy = NULL;
this->RandomSeed = 0;
this->State = EBoomerangState::None;
}