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