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

78 lines
2.8 KiB
C++
Executable file

#include "CryosprayItem.h"
#include "DamageComponent.h"
#include "FSDAudioComponent.h"
#include "MotionAudioController.h"
#include "Net/UnrealNetwork.h"
#include "ProjectileLauncherComponent.h"
#include "StickyFlameSpawner.h"
void ACryosprayItem::ServerDoDamage_Implementation(FVector_NetQuantize Start, FVector_NetQuantize End, uint8 Power) {
}
void ACryosprayItem::Server_TriggerAoECold_Implementation() {
}
void ACryosprayItem::Server_PreLaunchProjectile_Implementation() {
}
void ACryosprayItem::OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial) {
}
void ACryosprayItem::OnRep_IsCharging(bool OldValue) {
}
void ACryosprayItem::OnProjectileSpawned(AProjectileBase* Projectile) {
}
void ACryosprayItem::OnPressurizedPartileShoot() {
}
void ACryosprayItem::All_PreLaunchProjectile_Implementation() {
}
void ACryosprayItem::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ACryosprayItem, isCharging);
}
ACryosprayItem::ACryosprayItem() {
this->projectileLauncher = CreateDefaultSubobject<UProjectileLauncherComponent>(TEXT("projectileLauncher"));
this->DamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("DamageComponent"));
this->StickyFlames = CreateDefaultSubobject<UStickyFlameSpawner>(TEXT("StickyFlames"));
this->AoEColdDamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("AoEDamageComponent"));
this->VelocityAudio = CreateDefaultSubobject<UMotionAudioController>(TEXT("MotionAudio"));
this->FlameParticleComponent = NULL;
this->PressurizedProjectileEnabled = false;
this->PressurizedProjectileDelay = 1.00f;
this->PressurizeProjectileFullCost = 25;
this->ChargeupParticles = NULL;
this->ChargeupParticleInstance = NULL;
this->DecalDelay = 0.20f;
this->ImpactParticles = NULL;
this->ImpactParticleInstance = NULL;
this->DamageSphereRadius = 25.00f;
this->MaxFlameDistance = 5000.00f;
this->FlameGrowthPerSecond = 1000.00f;
this->FriendlyFireModifier = 1.00f;
this->ChargeupTime = 1.00f;
this->ChargeDownTime = 1.00f;
this->isCharging = false;
this->ChargeProgress = 0.00f;
this->bRepressurerising = false;
this->RepressurerisingDoneAtPct = 0.25f;
this->ChargeUpFadeOutTime = 0.50f;
this->ChargeUpAudioComponent = CreateDefaultSubobject<UFSDAudioComponent>(TEXT("ChargeUpAudioComponent"));
this->PressureTime = 5.00f;
this->PressureDropMultiplier = 1.00f;
this->PressureGainMultiplier = 1.00f;
this->CurrentPressure = 0.00f;
this->RePressureDuration = 1.00f;
this->RePressureProgress = 0.00f;
this->LongReachEnabled = false;
this->AoEColdEnabled = false;
}