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

99 lines
2.8 KiB
C++
Executable file

#include "Crossbow.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
void ACrossbow::StartAmmoSwitch() {
}
void ACrossbow::SetAnimatedTPMeshComponent(UStaticMeshComponent* Component) {
}
void ACrossbow::SetAnimatedFPMeshComponent(UStaticMeshComponent* Component) {
}
void ACrossbow::Server_UpdateRetrievableArrows_Implementation(const int32& defaultAmmo, const int32& specialAmmo) {
}
void ACrossbow::Server_SwitchAmmoType_Implementation(UProjectileLauncherBaseComponent* projectileLauncher, const ECrossbowSwitchState State) {
}
void ACrossbow::Server_SetSwitchIsQueued_Implementation(bool IsQueued) {
}
void ACrossbow::OnRep_SwitchIsQueued() {
}
void ACrossbow::OnRep_IsDefaultArrowEquipped() {
}
void ACrossbow::OnProjectileFired(AProjectileBase* Projectile) {
}
int32 ACrossbow::GetTotalArrowCount(bool InDefaultArrowCount) const {
return 0;
}
float ACrossbow::GetSpecialArrowEffectDuration(const TSubclassOf<UStatusEffect>& Effect) const {
return 0.0f;
}
bool ACrossbow::GetIsDefaultArrowEquipped() const {
return false;
}
void ACrossbow::DestroyActor(AActor* Actor) {
}
void ACrossbow::Client_RefillSpecialAmmo_Implementation(float percentage) {
}
void ACrossbow::Client_CallAddSpecialAmmo_Implementation(const int32& Amount) {
}
void ACrossbow::Client_CallAddDefaultAmmo_Implementation(const int32& Amount) {
}
void ACrossbow::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ACrossbow, SpecialArrow);
DOREPLIFETIME(ACrossbow, SpecialStatusEffectBonusTimeScale);
DOREPLIFETIME(ACrossbow, IsDefaultArrowEquipped);
DOREPLIFETIME(ACrossbow, SwitchIsQueued);
DOREPLIFETIME(ACrossbow, SwitchState);
}
ACrossbow::ACrossbow() {
this->FullDamageSpeed = 1000.00f;
this->DefaultArrow = NULL;
this->SpecialArrow = NULL;
this->SpecialStatusEffectBonusTimeScale = 1.00f;
this->BattleFrenzyStatusEffect = NULL;
this->BasicSpawnableStuckProjectile = NULL;
this->SpecialAmmoMax = 0;
this->SwitchTime = 0.10f;
this->CanTrifork = false;
this->IsDefaultArrowEquipped = true;
this->RecallProgress = 0.00f;
this->AnimatedFPMesh = NULL;
this->AnimatedTPMesh = NULL;
this->SwitchIsQueued = false;
this->SwitchState = ECrossbowSwitchState::Normal;
this->OutOfAmmoSwapDelay = 0.50f;
this->AnimatedArrowSpawnable = NULL;
this->ExtraShotAngleDifference = 10.00f;
this->HoveringRecallable = NULL;
this->SwitchTimeCof = 1.00f;
this->TriforkArrowMesh = NULL;
this->QuintPackArrowMesh = NULL;
this->SwitchMontage = NULL;
this->SwitchMontage_TP = NULL;
this->CharacterSwitchMontage = NULL;
this->ReloadMontage = NULL;
this->ReloadMontage_TP = NULL;
this->CharacterReloadMontage = NULL;
}