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

66 lines
2 KiB
C++
Executable file

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