136 lines
3.7 KiB
C++
Executable file
136 lines
3.7 KiB
C++
Executable file
#include "Item.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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#include "UpgradableItemComponent.h"
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void AItem::UpdateSkin() {
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}
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UAudioComponent* AItem::SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, float PriorityOverride, FName AttachPointName, FVector Location, FRotator Rotation, TEnumAsByte<EAttachLocation::Type> LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration) {
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return NULL;
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}
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UAudioComponent* AItem::SpawnSoundAtLocation(USoundBase* Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration) {
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return NULL;
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}
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UAudioComponent* AItem::SpawnSound2D(USoundBase* Sound, float PriorityOverride, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy, bool SendVibration) {
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return NULL;
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}
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void AItem::Server_StartUsing_Implementation(bool NewIsUsing) {
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}
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void AItem::Resupply(float percentage) {
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}
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void AItem::OnRep_IsUsing(bool OldValue) {
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}
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void AItem::OnOwnerDestroyed(AActor* owningActor) {
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}
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bool AItem::IsLocallyControlled() const {
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return false;
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}
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bool AItem::IsFirstPerson() const {
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return false;
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}
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TSubclassOf<AActor> AItem::GetWeaponViewClass() const {
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return NULL;
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}
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FItemLoadoutAnimations AItem::GetLoadoutAnimations() const {
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return FItemLoadoutAnimations{};
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}
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FText AItem::GetItemName() const {
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return FText::GetEmpty();
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}
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UTexture2D* AItem::GetItemIconLine() const {
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return NULL;
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}
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UTexture2D* AItem::GetItemIconBG() const {
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return NULL;
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}
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AItem* AItem::GetItemDefaultObject(TSubclassOf<AItem> itemClass) {
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return NULL;
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}
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FText AItem::GetItemCategory() const {
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return FText::GetEmpty();
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}
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USceneComponent* AItem::GetHeatingAudioSceneComponent_Implementation() {
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return NULL;
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}
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UItemCharacterAnimationSet* AItem::GetCharacterAnimationSet() const {
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return NULL;
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}
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FString AItem::GetAnalyticsItemName() const {
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return TEXT("");
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}
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FString AItem::GetAnalyticsItemCategory() const {
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return TEXT("");
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}
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void AItem::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AItem, overHeated);
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DOREPLIFETIME(AItem, IsUsing);
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}
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AItem::AItem() {
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this->EnableDangerousSaveGameIDEditing = false;
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this->ItemID = NULL;
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this->Character = NULL;
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this->UpgradableItem = CreateDefaultSubobject<UUpgradableItemComponent>(TEXT("Upgradable"));
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this->CameraShake = NULL;
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this->CameraShakeOnStartUsing = false;
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this->CameraShakeOnEquip = false;
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this->HeatCurve = NULL;
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this->ManualHeatPerUse = 0.00f;
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this->CooldownRate = 1.00f;
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this->ManualCooldownDelay = -1.00f;
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this->UnjamDuration = 8.00f;
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this->CurrentTemperature = 0.00f;
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this->AudioTemperature = NULL;
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this->AudioTemperatureFadeout = 0.00f;
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this->TemperatureFloatParam = TEXT("Temperature");
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this->TemperatureAudioComponent = NULL;
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this->overHeated = false;
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this->ShoutOverheated = NULL;
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this->bAimAssistEnabled = true;
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this->MovementRateWhileUsing = 1.00f;
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this->CanPlayLedgeClimbWhileUsing = true;
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this->CanInspectItem = true;
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this->CanSprintWithItem = true;
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this->CustomIconWidget = NULL;
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this->AdvancedVibrationSendLevel = 1.00f;
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this->IsEquipped = false;
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this->IsUsing = false;
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}
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