57 lines
1.3 KiB
C++
Executable file
57 lines
1.3 KiB
C++
Executable file
#include "Flare.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void AFlare::StartLightFunction(ULightComponent* mainLight, TArray<ULightComponent*> spotLights, UCurveFloat* flutterCurve, UCurveFloat* fadeInCurve) {
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}
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void AFlare::OnRep_IsFlareOn() {
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}
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void AFlare::OnFlareSpawnCompleted() {
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}
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void AFlare::Inhibit() {
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}
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float AFlare::ImmidiateFadeLight() {
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return 0.0f;
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}
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TSubclassOf<AActor> AFlare::GetWeaponViewClass() const {
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return NULL;
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}
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AFlare* AFlare::GetFlareDefaultObject(TSubclassOf<AFlare> flareClass) {
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return NULL;
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}
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void AFlare::ActorWasHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit) {
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}
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void AFlare::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFlare, Duration);
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DOREPLIFETIME(AFlare, IsFlareOn);
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}
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AFlare::AFlare() {
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this->InitialSpeed = 750.00f;
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this->InitialAngularImpulse = 20.00f;
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this->InitialAngularImpulseRandomScale = 3.00f;
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this->MaxFlares = 3;
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this->ProductionTime = 15.00f;
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this->Duration = 0.00f;
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this->IsFlareOn = true;
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this->DamageCauser = NULL;
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this->WeaponPreviewClass = NULL;
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this->LoadoutItem = NULL;
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this->ItemID = NULL;
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this->ImpactGroundSound = NULL;
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}
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