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

96 lines
2.7 KiB
C++
Executable file

#include "LockOnWeapon.h"
#include "Net/UnrealNetwork.h"
void ALockOnWeapon::UpdateRifleEye() {
}
void ALockOnWeapon::Server_TriggerAoe_Implementation(FVector Location) {
}
void ALockOnWeapon::Server_SetTotalLockCount_Implementation(int32 totalLockCount) {
}
void ALockOnWeapon::Server_SetLockCount_Implementation(const FLockCounter& LockCounter) {
}
void ALockOnWeapon::Server_SetIsMovementSlowed_Implementation(bool bisMovementSlowed) {
}
void ALockOnWeapon::Server_SetIsLatestShotLockedOn_Implementation(bool bisShotLockedOn) {
}
void ALockOnWeapon::Server_SetIsChargingShot_Implementation(bool bisCharging) {
}
void ALockOnWeapon::Server_PushStatusEffect_Implementation(AActor* Target) {
}
void ALockOnWeapon::Server_PopStatusEffect_Implementation(AActor* Target) {
}
void ALockOnWeapon::Server_FiringComplete_Implementation(int32 ShotsFired) {
}
void ALockOnWeapon::RefundAmmo_Implementation() {
}
void ALockOnWeapon::OnHitDeadTarget() {
}
void ALockOnWeapon::OnHit(const FHitResult& Hit, bool alwaysPenetrate) {
}
void ALockOnWeapon::OnAsyncFireComplete() {
}
void ALockOnWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ALockOnWeapon, IsMovementSlowed);
DOREPLIFETIME(ALockOnWeapon, LastShotWasLockedOn);
}
ALockOnWeapon::ALockOnWeapon() {
this->AimTarget = NULL;
this->LockOnDamageMultiplier = 1.00f;
this->ShotsPerTarget = 2;
this->MaxTargets = 4;
this->TimeBetweenLockedShots = 0.20f;
this->LockOnTime = 0.50f;
this->MaxLockOnDegree = 15.00f;
this->LoseLockOnDegree = 90.00f;
this->DegreeTolerance = 2.00f;
this->MaxLockOnRange = 10000.00f;
this->bPrioritizeLowHitPoint = false;
this->bAlwaysHitTarget = false;
this->MaxLockOnDuration = -1.00f;
this->bLockOnControlsSentryGun = false;
this->bSentryGunShootsOnLockedShot = false;
this->TrackingWidgetClass = NULL;
this->LockOnBeamClass = NULL;
this->AoeActorClass = NULL;
this->AoeHitCountThreshhold = 0;
this->UseLockOnTargetStatusEffect = false;
this->LockOnTargetStatusEffect = NULL;
this->PushStatusEffectEveryXLock = 1;
this->LockOnCount = 0;
this->DamageComponent = NULL;
this->HitscanComponent = NULL;
this->ChargeSpeed = 0.50f;
this->SlowMovementAtCharge = 0.50f;
this->FearEnabled = false;
this->FearFactorBase = 0.00f;
this->FearFactorPerShotBonus = 0.00f;
this->FearRange = 500.00f;
this->FearRangePerShotBonus = 0.00f;
this->IsMovementSlowed = false;
this->Charging = false;
this->ChargeProgress = 0.00f;
this->LastShotWasLockedOn = false;
this->LockOnRecoilMult = 0.00f;
}