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

57 lines
1.3 KiB
C++
Executable file

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