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

85 lines
3.1 KiB
C++
Executable file

#include "MicrowaveWeapon.h"
#include "CapsuleHitscanComponent.h"
#include "DamageComponent.h"
void AMicrowaveWeapon::UpdateMuzzleAnim(bool InIsFiring) {
}
void AMicrowaveWeapon::SpawnExplosiveBoil(UPrimitiveComponent* Target, const FMultiHitscanHit& Hit) {
}
void AMicrowaveWeapon::ShowBoilerRayExplosion_Server_Implementation(FVector_NetQuantize Location, FRotator Rotation) {
}
void AMicrowaveWeapon::ShowBoilerRayExplosion_Implementation(FVector_NetQuantize Location, FRotator Rotation) {
}
void AMicrowaveWeapon::Server_SetLensePower_Implementation(float lensepower) {
}
void AMicrowaveWeapon::OnTargetKilled(AActor* Target, UFSDPhysicalMaterial* PhysMat, bool wasDirectHit) {
}
void AMicrowaveWeapon::OnShowHitEffect(const FVector& ImpactPoint, const FVector& ImpactNormal, bool hitEnemy) {
}
void AMicrowaveWeapon::OnServerHitscanHit(const FMultiHitScanHits& Hits) {
}
void AMicrowaveWeapon::OnRadiantSuperHeaterAoe() {
}
void AMicrowaveWeapon::OnPushedDamageEffect(UHealthComponentBase* healthComp) {
}
void AMicrowaveWeapon::EndCharacterOverheatAnim() {
}
void AMicrowaveWeapon::All_ShowNeuroSpread_Implementation(const FVector& Location) {
}
AMicrowaveWeapon::AMicrowaveWeapon() {
this->DamageComp = CreateDefaultSubobject<UDamageComponent>(TEXT("MicrowaveDamage"));
this->CapsuleHitscanComp = CreateDefaultSubobject<UCapsuleHitscanComponent>(TEXT("CapsuleHitscanComponent"));
this->FP_MuzzleParticle = NULL;
this->TP_MuzzleParticle = NULL;
this->ExplodingTargetsDamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("ExplodingTargetsDamage"));
this->RadiantSuperheaterHeat = CreateDefaultSubobject<UDamageComponent>(TEXT("RadiantSuperheaterHeat"));
this->RadiantSuperheaterFrostShock = CreateDefaultSubobject<UDamageComponent>(TEXT("RadiantSuperheaterFrostShock"));
this->SwitchTime = 0.15f;
this->GammaContaminationSTE = NULL;
this->GammaContaminationZoneSTE = NULL;
this->GammaContaminationRange = 300.00f;
this->ExplodableBlisterClass = NULL;
this->BlisteringNecrosisChance = 0.10f;
this->MinTimeBetweenBlisteringNecrosis = 0.10f;
this->FireEffect = NULL;
this->NeuroToSpread = NULL;
this->SlowEffect = NULL;
this->ImpactParticleEnemies = NULL;
this->ImpactParticleTerrain = NULL;
this->NeuroSpreadParticles = NULL;
this->P_NeuroSpreadParticles = NULL;
this->NeuroSpreadSound = NULL;
this->MicrowaveMuzzle = NULL;
this->MuzzleComp = NULL;
this->WeaponRange = 1000.00f;
this->ShotWidth = 300.00f;
this->DamageInterval = 1.00f;
this->KilledTargetsExplosionChance = 0.00f;
this->ExplosionOCSystem = NULL;
this->NeuroSpreadRadius = 200.00f;
this->TemperatureAmplification = 0.00f;
this->RadiantSuperheaterActive = false;
this->RadiantSuperheaterFrostShockChance = 0.50f;
this->RadiantSuperheaterHeatShockChance = 0.50f;
this->RadiantSuperheaterMinColdDamage = 50.00f;
this->RadiantSuperheaterMinHeatDamage = 50.00f;
this->RadiantSuperheaterFrostTransferFactor = 0.50f;
this->RadiantSuperheaterHeatTransferFactor = 0.50f;
this->ColdTempAmpMultiplier = 1.50f;
this->SlowOnHit = false;
this->HeatSink = NULL;
}