66 lines
2 KiB
C++
Executable file
66 lines
2 KiB
C++
Executable file
#include "CrossbowProjectileBase.h"
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#include "Net/UnrealNetwork.h"
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void ACrossbowProjectileBase::SetSimpleDamageComponent(UDamageComponent* Component) {
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}
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void ACrossbowProjectileBase::SetMainDamageComponent(UDamageComponent* Component) {
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}
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void ACrossbowProjectileBase::Server_HandleImpact_Implementation(const FHitResult& HitResult, const FVector& RelativeLocation) {
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}
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void ACrossbowProjectileBase::OnRep_OnlyTrailShown() {
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}
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void ACrossbowProjectileBase::OnRep_BansheePulseActive() {
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}
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bool ACrossbowProjectileBase::IsLocallyControlled() const {
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return false;
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}
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bool ACrossbowProjectileBase::GetSpecialArrowEquipped() const {
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return false;
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}
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float ACrossbowProjectileBase::GetScaledStatusEffectTime() const {
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return 0.0f;
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}
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void ACrossbowProjectileBase::ApplyDamageEffects(const FHitResult& HitResult, const FVector& RelativeLocation) {
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}
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void ACrossbowProjectileBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ACrossbowProjectileBase, BansheePulseActive);
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DOREPLIFETIME(ACrossbowProjectileBase, OnlyTrailShown);
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}
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ACrossbowProjectileBase::ACrossbowProjectileBase() {
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this->StatusEffectTime = 0.00f;
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this->BansheePulseActive = false;
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this->MagneticComponent = NULL;
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this->RicochetComponent = NULL;
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this->BansheeComponent = NULL;
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this->BansheePulseComponent = NULL;
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this->BansheeComponentClass = NULL;
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this->RecallComponentClass = NULL;
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this->SpawnableStuckProjectile = NULL;
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this->OnDamageEffect = NULL;
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this->EffectApplication = ECrossbowEffectApplication::ToDefault;
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this->SelectionPriority = 0;
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this->CanEverBePickedUp = true;
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this->Penetrates = false;
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this->ImpactSound = NULL;
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this->IsASpecialProjectile = false;
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this->MainDamageComponent = NULL;
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this->SimpleDamageComponent = NULL;
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this->ProjectileMesh = NULL;
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this->KillTrailAfterTime = 3.00f;
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this->OnlyTrailShown = false;
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}
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