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

177 lines
5.9 KiB
C++
Executable file

#include "ConvertedRobot.h"
#include "Components/AudioComponent.h"
#include "Components/PointLightComponent.h"
#include "Components/SceneComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/SpotLightComponent.h"
#include "Components/StaticMeshComponent.h"
#include "DamageComponent.h"
#include "EnemyComponent.h"
#include "HitscanComponent.h"
#include "Net/UnrealNetwork.h"
#include "OutlineComponent.h"
#include "PawnStatsComponent.h"
#include "SingleUsableComponent.h"
void AConvertedRobot::UpdateGunsInsideTerrain() {
}
void AConvertedRobot::StartBossFight() {
}
void AConvertedRobot::ParasiteDamaged(float aDamage) {
}
void AConvertedRobot::OnWeaponsFired(const FVector& aHitResult) {
}
void AConvertedRobot::OnUsed(APlayerCharacter* aUser, EInputKeys Key) {
}
void AConvertedRobot::OnSeePawn(APawn* APawn) {
}
void AConvertedRobot::OnRep_TeamState() {
}
void AConvertedRobot::OnRep_Target() {
}
void AConvertedRobot::OnRep_SpinTurret() {
}
void AConvertedRobot::OnRep_IsIntroducting() {
}
void AConvertedRobot::OnRep_IsFiring() {
}
void AConvertedRobot::OnRep_IsDoingSpecialAttack() {
}
void AConvertedRobot::OnParasiteDeath(AActor* AParasiteEnemy) {
}
ERobotState AConvertedRobot::GetTeamState() const {
return ERobotState::Enemy;
}
FVector AConvertedRobot::GetPlayerMediumPoint() const {
return FVector{};
}
TArray<AActor*> AConvertedRobot::GetParasites() const {
return TArray<AActor*>();
}
bool AConvertedRobot::GetHasPoweredDown() const {
return false;
}
void AConvertedRobot::DestroyAttatchPoint_Implementation(USceneComponent* aComponent) {
}
void AConvertedRobot::CannonEffects_Implementation() {
}
void AConvertedRobot::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AConvertedRobot, ForceSit);
DOREPLIFETIME(AConvertedRobot, IsIntroducing);
DOREPLIFETIME(AConvertedRobot, IntroductionDone);
DOREPLIFETIME(AConvertedRobot, IsGrowingShield);
DOREPLIFETIME(AConvertedRobot, TargetShieldSize);
DOREPLIFETIME(AConvertedRobot, IsFiring);
DOREPLIFETIME(AConvertedRobot, Parasites);
DOREPLIFETIME(AConvertedRobot, SpinTurret);
DOREPLIFETIME(AConvertedRobot, HasLockedOn);
DOREPLIFETIME(AConvertedRobot, StartedSpecialAttack);
DOREPLIFETIME(AConvertedRobot, TeamState);
DOREPLIFETIME(AConvertedRobot, IsWalking);
DOREPLIFETIME(AConvertedRobot, IsDoingSpecialAttack);
DOREPLIFETIME(AConvertedRobot, CurrentTarget);
}
AConvertedRobot::AConvertedRobot() {
this->EnemyComponent = CreateDefaultSubobject<UEnemyComponent>(TEXT("enemy"));
this->PawnStats = CreateDefaultSubobject<UPawnStatsComponent>(TEXT("PawnStats"));
this->outline = CreateDefaultSubobject<UOutlineComponent>(TEXT("outline"));
this->HitScan = CreateDefaultSubobject<UHitscanComponent>(TEXT("HitScan"));
this->Usable = CreateDefaultSubobject<USingleUsableComponent>(TEXT("Usable"));
this->TurretRoot = CreateDefaultSubobject<USceneComponent>(TEXT("TurretRoot"));
this->TurretMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("TurretMesh"));
this->MuzzleFlash = CreateDefaultSubobject<UPointLightComponent>(TEXT("MuzzleFlash"));
this->SpotLight = CreateDefaultSubobject<USpotLightComponent>(TEXT("FloodLight"));
this->LightCone = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LightCone"));
this->LaserBeam = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LaserBeam"));
this->ShieldRoot = CreateDefaultSubobject<USceneComponent>(TEXT("ShieldRoot"));
this->InnerShield = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("InnerShield"));
this->OuterShield = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OuterShieldLayer"));
this->PulsatingSoundComp = CreateDefaultSubobject<UAudioComponent>(TEXT("PulsatingSoundComponent"));
this->LaserWarningSound = NULL;
this->Damage = CreateDefaultSubobject<UDamageComponent>(TEXT("DamageComponent"));
this->ForceSit = false;
this->LaserSound = NULL;
this->LastPowerDownSound = NULL;
this->PowerUpSound = NULL;
this->IntroductionTime = 1.00f;
this->IsIntroducing = false;
this->IntroductionDone = false;
this->IsGrowingShield = false;
this->AimDownwardsOffset = 40.00f;
this->BigShieldScale = 4.50f;
this->SmallShieldScale = 1.20f;
this->ShieldGrowthRate = 1.00f;
this->LerpExp = 0.20f;
this->MinimumShieldSize = 0.20f;
this->TargetShieldSize = 0.00f;
this->IdleRotationSpeed = 0.00f;
this->LaserScaleRate = 0.00f;
this->MaxSearchAngle = 45.00f;
this->DoSpecialWhenEnemy = true;
this->DoSpecialWhenFriendly = true;
this->PerfectTrackingWhenEnemy = true;
this->PerfectTrackingWhenFriendly = true;
this->ReplaceBurstAttack = false;
this->GrenadeFireSound = NULL;
this->GrenadeFireParticle = NULL;
this->IsFiring = false;
this->TurretSpinSpeed = 0.00f;
this->SpawnParasiteNumer = 2;
this->MaxParasiteSlots = 3;
this->ChanceToSpawnParasite = 0.00f;
this->ParasiteClass = NULL;
this->SpinTurret = false;
this->SpecialAttackProjectile = NULL;
this->FriendlyProjectile = NULL;
this->HasLockedOn = false;
this->TargetingSound = NULL;
this->GrenadeShotAnimation = NULL;
this->LockOnTime = 0.50f;
this->ShootSound = NULL;
this->ShootSoundFadeout = 0.20f;
this->ShootSoundInstance = NULL;
this->ShootSoundTail = NULL;
this->MuzzleEffect = NULL;
this->TracerEffect = NULL;
this->GunRange = 0.00f;
this->FireRate = 0.00f;
this->GrenadeFireRate = 0.00f;
this->BurstCooldown = 0.00f;
this->MinBurst = 0;
this->MaxBurst = 0;
this->TurretLerpSpeed = 3.00f;
this->DamageWhenFriendly = 1.00f;
this->FriendlyFriendlyFireMultiplier = 1.00f;
this->StartedSpecialAttack = false;
this->TeamState = ERobotState::Enemy;
this->IsWalking = false;
this->IsDoingSpecialAttack = false;
this->TurretRotation = NULL;
this->CurrentTarget = NULL;
}