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

59 lines
1.9 KiB
C++
Executable file

#include "DamageComponent.h"
#include "Templates/SubclassOf.h"
void UDamageComponent::PreTestDamageConditions() {
}
UDamageComponent* UDamageComponent::GetDamageComponentCDO(TSubclassOf<UDamageComponent> DamageComponent) {
return NULL;
}
float UDamageComponent::GetDamage() const {
return 0.0f;
}
void UDamageComponent::DamageTargetFromHit(const FHitResult& HitResult) const {
}
void UDamageComponent::DamageTarget_CDO(const FVector& Location, AActor* Owner, AActor* hitActor) {
}
void UDamageComponent::DamageTarget(AActor* Target, const FVector& Location, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysMat, int32 BoneIndex) const {
}
void UDamageComponent::DamageArmor_Server(AActor* Target, UPrimitiveComponent* collider, int32 BoneIndex, const FVector& impactLocation) const {
}
void UDamageComponent::DamageArmor_All(AActor* Target, UPrimitiveComponent* collider, int32 BoneIndex) const {
}
bool UDamageComponent::ArmorSupportsLocalOnlyCall(AActor* Target) const {
return false;
}
UDamageComponent::UDamageComponent() {
this->DamageComponentType = EDamageComponentType::Primary;
this->DamageImpulse = NULL;
this->Damage = 5.00f;
this->armorDamageMultiplier = 1.00f;
this->ArmorPenetration = 0.00f;
this->ShattersArmor = false;
this->DamageClass = NULL;
this->ArmorDamageType = EArmorDamageType::Normal;
this->WeakpointDamageMultiplier = 1.00f;
this->FrozenDamageBonusScale = 1.00f;
this->FriendlyFireModifier = 1.00f;
this->SelfFriendlyFireMultiplier = 1.00f;
this->StaggerOnlyOnWeakpointHit = false;
this->StaggerChance = 0.00f;
this->StaggerDuration = 1.50f;
this->FearFactor = 0.00f;
this->UseAreaOfEffect = false;
this->RadialDamage = 5.00f;
this->NoFriendlyFireFromRadial = false;
this->RadialDamageClass = NULL;
this->MinDamagePct = 0.25f;
this->DamageRadius = 100.00f;
this->MaxDamageRadius = 50.00f;
}