57 lines
1.6 KiB
C++
Executable file
57 lines
1.6 KiB
C++
Executable file
#include "Grenade.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void AGrenade::OnRep_HasExploded() {
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}
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bool AGrenade::IsNonFriendlyPawn(AActor* Actor) const {
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return false;
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}
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bool AGrenade::IsNonFriendly(AActor* Actor) const {
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return false;
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}
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TSubclassOf<AActor> AGrenade::GetWeaponViewClass() const {
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return NULL;
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}
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AGrenade* AGrenade::GetGrenadeDefaultObject(TSubclassOf<AGrenade> GrenadeClass) {
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return NULL;
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}
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void AGrenade::ActorWasHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit) {
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}
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void AGrenade::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AGrenade, Duration);
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DOREPLIFETIME(AGrenade, HasExploded);
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}
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AGrenade::AGrenade() {
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this->CrossHairType = NULL;
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this->Movement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovement"));
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this->CoolDown = -1.00f;
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this->Duration = 0.00f;
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this->CanCook = false;
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this->cookTime = -1.00f;
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this->CookingSound = NULL;
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this->ExplosionDelay = 0.00f;
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this->ExplodeOnImpact = false;
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this->MaxGrenades = 0;
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this->HasExploded = false;
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this->ItemID = NULL;
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this->WeaponPreviewClass = NULL;
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this->LoadoutProxy = NULL;
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this->HandAttachMesh = NULL;
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this->ProjectionSettings = NULL;
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this->ImpactGroundSound = NULL;
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this->ImpactGroundParticles = NULL;
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this->GrenadeAnimationSetOverride = NULL;
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}
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