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

43 lines
1.5 KiB
C++
Executable file

#include "FSDPhysicalMaterial.h"
UFXSystemComponent* UFSDPhysicalMaterial::SpawnImpactParticlesFromHit(UObject* WorldContextObject, const FHitResult& HitResult) {
return NULL;
}
UFXSystemComponent* UFSDPhysicalMaterial::SpawnImpactParticles(UObject* WorldContextObject, FVector Location, FVector Normal) const {
return NULL;
}
UFSDPhysicalMaterial* UFSDPhysicalMaterial::GetPhysicalMaterialFromPrimitive(UPrimitiveComponent* Component) {
return NULL;
}
UFSDPhysicalMaterial::UFSDPhysicalMaterial() {
this->BreakingDecelerationScale = 1.00f;
this->BreakingFrictionScale = 1.00f;
this->MaxAccelerationScale = 1.00f;
this->RepulsePlayer = false;
this->RepulsePlayerRandomDegreeOffset = 0.00f;
this->RepulsePlayerSound = NULL;
this->RepulsePlayerParticle = NULL;
this->ImpactParticles = NULL;
this->ImpactMaterialOverride = NULL;
this->ImpactSound = NULL;
this->MeleeImpactSound = NULL;
this->UseImpactDecalOverrides = false;
this->ImpactDecals.AddDefaulted(3);
this->FirstPersonDamageIndicatorSound = NULL;
this->IsWeakPoint = false;
this->AllowFrozenBonus = true;
this->IsSubhealthCollider = false;
this->DamageMultiplier = 1.00f;
this->FootstepParticle = NULL;
this->FootstepMaterialOverride = NULL;
this->FootstepSound = NULL;
this->ExtraFallVelocity = 0.00f;
this->FallImpactEffect = NULL;
this->FallImpactSound = NULL;
this->alwaysPenetrate = false;
this->ReactiveTerrain = NULL;
}