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

64 lines
1.9 KiB
C++
Executable file

#include "CaveLeech.h"
#include "Components/SceneComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "GrabberComponent.h"
#include "Net/UnrealNetwork.h"
void ACaveLeech::OnRep_State() {
}
FVector ACaveLeech::GetTentacleTargetLocation() const {
return FVector{};
}
FVector ACaveLeech::GetMouthLocation_Implementation() const {
return FVector{};
}
AActor* ACaveLeech::GetCurrentTarget() {
return NULL;
}
void ACaveLeech::Died(UHealthComponentBase* HealthComponent) {
}
void ACaveLeech::Damaged(float Amount) {
}
void ACaveLeech::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ACaveLeech, State);
DOREPLIFETIME(ACaveLeech, TentacleLocation);
DOREPLIFETIME(ACaveLeech, TentacleVelocity);
DOREPLIFETIME(ACaveLeech, Target);
}
ACaveLeech::ACaveLeech() {
this->SkeletalMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("NewMesh"));
this->GrabberComponent = CreateDefaultSubobject<UGrabberComponent>(TEXT("Grabber"));
this->BiteDamage = 10.00f;
this->BitesPerSecond = 1.00f;
this->MaxDistanceXY = 300.00f;
this->GrapDistance = 100.00f;
this->GrapDelay = 1.00f;
this->TentacleSpeed = 100.00f;
this->TentacleRetractSpeed = 120.00f;
this->RetractDuration = 0.50f;
this->TentaclePullSpeed = 250.00f;
this->TentacleDropPlayerSpeed = 500.00f;
this->TentacleDropGroundDistance = 200.00f;
this->MaxDropPlayerDuration = 2.00f;
this->HeadInterpSpeed = 0.50f;
this->TentacleAttachOffset = 40.00f;
this->BiteDistance = 100.00f;
this->RevivedGracePeriod = 10.00f;
this->CaveLeechSenseAffliction = NULL;
this->StateTime = 0.00f;
this->State = ECaveLeechState::Idle;
this->HealthTarget = NULL;
this->TentacleHead = CreateDefaultSubobject<USceneComponent>(TEXT("TentacleHead"));
}