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

49 lines
1.5 KiB
C++
Executable file

#include "CrossbowProjectileStuck.h"
#include "Components/SphereComponent.h"
#include "Net/UnrealNetwork.h"
void ACrossbowProjectileStuck::UsableChanged(bool CanUse) {
}
void ACrossbowProjectileStuck::OnUsedBy(APlayerCharacter* Player, EInputKeys Key) {
}
void ACrossbowProjectileStuck::OnRep_BansheePulseEnabled() {
}
void ACrossbowProjectileStuck::MatchParentDestroy(UHealthComponentBase* destroyed) {
}
bool ACrossbowProjectileStuck::IsLocallyControlled() const {
return false;
}
bool ACrossbowProjectileStuck::GetSpecialArrowEquipped() const {
return false;
}
void ACrossbowProjectileStuck::All_OnCavePointRemoved_Implementation(USceneComponent* Point) {
}
void ACrossbowProjectileStuck::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ACrossbowProjectileStuck, BansheePulseEnabled);
DOREPLIFETIME(ACrossbowProjectileStuck, StatusEffectTime);
DOREPLIFETIME(ACrossbowProjectileStuck, BaseProjectile);
}
ACrossbowProjectileStuck::ACrossbowProjectileStuck() {
this->BansheePulseEnabled = false;
this->RecallComponent = NULL;
this->BansheeComponent = NULL;
this->StuckProjectileEffect = ECrossbowStuckType::Default;
this->IsPlayingElectricRangeEffect = true;
this->AppliedEffect = NULL;
this->StatusEffectTime = 0.00f;
this->AttachmentRoot = CreateDefaultSubobject<USphereComponent>(TEXT("Root"));
this->BansheePulseComponent = NULL;
this->LaserCollider = NULL;
this->BaseProjectile = NULL;
}