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

109 lines
4 KiB
C++
Executable file

#include "PickaxeItem.h"
#include "Components/SceneComponent.h"
#include "DamageComponent.h"
#include "Net/UnrealNetwork.h"
void APickaxeItem::SetSpecialCoolDownDuration(float newCooldownDuration) {
}
void APickaxeItem::Server_TriggerBezerk_Implementation() {
}
void APickaxeItem::Server_SetState_Implementation(EPickaxeState NewState) {
}
void APickaxeItem::Server_RemoveDebrisInstance_Implementation(FVector_NetQuantize HitPos, int32 DebrisIndex, int32 remappedIndex) {
}
void APickaxeItem::Server_HitBlock_Implementation(FVector_NetQuantize Position, int32 Material, bool removeDebris, bool isSpecial) {
}
void APickaxeItem::Server_DoPowerAttack_Implementation() {
}
void APickaxeItem::Server_DigBlock_Implementation(FVector carvePos, FVector carveDirection, int32 TerrainMaterial, bool isSpecial) {
}
void APickaxeItem::Server_DamageTarget_Implementation(UPrimitiveComponent* TargetComponent, bool isSpecial, const FVector_NetQuantize& ImpactPoint, const FVector_NetQuantizeNormal& ImpactNormal, UFSDPhysicalMaterial* PhysMaterial, uint8 BoneIndex) {
}
void APickaxeItem::RefreshSpecialCooldown() {
}
void APickaxeItem::OnRep_State(EPickaxeState oldState) {
}
void APickaxeItem::OnLoadoutChanged() {
}
float APickaxeItem::GetSpecialCooldownProgress() const {
return 0.0f;
}
void APickaxeItem::All_SimulateHitBlock_Implementation(FVector_NetQuantize Position, int32 materia, bool removeDebris, bool isSpecial) {
}
void APickaxeItem::All_SimulateDigDebris_Implementation(FVector_NetQuantize Position, UFXSystemAsset* Particles, USoundCue* cue) {
}
void APickaxeItem::All_SimulateDigBlock_Implementation(FVector_NetQuantize Position, bool SpawnParticles, int32 Material, float Density, bool isSpecial) {
}
void APickaxeItem::All_SimulateDamageTarget_Implementation(UPrimitiveComponent* TargetComponent, bool isSpecial, const FVector_NetQuantize& ImpactPoint, const FVector_NetQuantizeNormal& ImpactNormal, UFSDPhysicalMaterial* PhysMaterial, uint8 BoneIndex) {
}
void APickaxeItem::All_DoPowerAttack_Implementation() {
}
void APickaxeItem::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(APickaxeItem, State);
}
APickaxeItem::APickaxeItem() {
this->QuadDamageCarving = false;
this->FP_Root = CreateDefaultSubobject<USceneComponent>(TEXT("FP_Root"));
this->TP_Root = CreateDefaultSubobject<USceneComponent>(TEXT("TP_Root"));
this->FP_Scale = CreateDefaultSubobject<USceneComponent>(TEXT("FP_Scale"));
this->TP_Scale = CreateDefaultSubobject<USceneComponent>(TEXT("TP_Scale"));
this->FPAnimInstance = NULL;
this->TPAnimInstance = NULL;
this->FP_EquipAnimation = NULL;
this->TP_EquipAnimation = NULL;
this->EquipDuration = 0.25f;
this->CharacterAnimationSet = NULL;
this->DamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("Damage"));
this->SpecialDamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("SpecialDamage"));
this->SpecialCooldown = 30.00f;
this->SpecialCooldownRemaining = 0.00f;
this->RockMiningBonus = 0;
this->DirtMiningBonus = 0;
this->DamageRange = 200.00f;
this->MiningRange = 300.00f;
this->DamageRadius = 50.00f;
this->OnDamageEnemySlowdownEffect = NULL;
this->MiningSound = NULL;
this->MineRumble = NULL;
this->PartialMineRumble = NULL;
this->DamageRumble = NULL;
this->GeneralImpactAudioVolume = 1.00f;
this->HitCooldown = 1.00f;
this->MiningDuration = 1.00f;
this->DistanceConsideredSameHit = 50.00f;
this->BlockParticlesScaleFP = 1.00f;
this->BlockParticlesScaleTP = 1.00f;
this->State = EPickaxeState::Equipping;
this->PowerAttackRefreshedSound = NULL;
this->PreventQMining = true;
this->QMiningExpectedDelay = 0.67f;
this->QMiningInitialDelay = 0.45f;
this->QMiningReducedPlayRatePct = 1.00f;
this->QMiningLastHitTime = 0.00f;
this->CanBezerk = false;
this->BezerkStatusEffect = NULL;
this->PowerAttackEnabled = true;
this->EquippedMaterial = NULL;
}