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

90 lines
2.5 KiB
C++
Executable file

#include "GuntowerModule.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/StaticMeshComponent.h"
#include "GunTowerHealthComponent.h"
#include "Net/UnrealNetwork.h"
void AGuntowerModule::ShootOutArmor() {
}
void AGuntowerModule::SetModuleActive() {
}
void AGuntowerModule::OnRep_IsModuleActive() {
}
void AGuntowerModule::OnRep_IsArmorOff() {
}
void AGuntowerModule::OnRep_Exploded() {
}
void AGuntowerModule::OnRep_AreWeakpointExposed() {
}
void AGuntowerModule::Introduce() {
}
void AGuntowerModule::HideWeakpoints() {
}
void AGuntowerModule::HideArmor() {
}
int32 AGuntowerModule::GetModuleID() const {
return 0;
}
void AGuntowerModule::DoExplosion() {
}
void AGuntowerModule::DeactivateTowerModule() {
}
void AGuntowerModule::All_PlayIntroductionAnim_Implementation() {
}
void AGuntowerModule::ActivateTowerModule() {
}
void AGuntowerModule::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGuntowerModule, CurrentTurretRotation);
DOREPLIFETIME(AGuntowerModule, ModuleID);
DOREPLIFETIME(AGuntowerModule, ModuleIsActive);
DOREPLIFETIME(AGuntowerModule, AreWeakpointsExposed);
DOREPLIFETIME(AGuntowerModule, AreWeaponsExposed);
DOREPLIFETIME(AGuntowerModule, IsArmorOff);
DOREPLIFETIME(AGuntowerModule, Exploded);
}
AGuntowerModule::AGuntowerModule() {
this->ExposeWeakpointSound = NULL;
this->deathSound = NULL;
this->deathParticles = NULL;
this->IntroductionAnimation = NULL;
this->ArmorPiece1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Armor1"));
this->ArmorPiece2 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Armor2"));
this->ArmorPiece3 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Armor3"));
this->ModuleMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("ModuleMesh"));
this->GuntowerModuleHealth = CreateDefaultSubobject<UGunTowerHealthComponent>(TEXT("ModuleHealthComponent"));
this->OwningEvent = NULL;
this->ChildModule = NULL;
this->WeakpointsExposedTime = 5.00f;
this->WeakpointsExposedTimeSolo = 12.00f;
this->HideArmorTime = 7.50f;
this->ArmorShootoutDelay = 1.00f;
this->ArmorLaunchPower = 100.00f;
this->ModuleID = 0;
this->IsPassiveModule = true;
this->ModuleIsActive = false;
this->AreWeakpointsExposed = false;
this->AreWeaponsExposed = false;
this->ConstantRotation = true;
this->IsArmorOff = false;
this->Exploded = false;
}