71 lines
1.8 KiB
C++
Executable file
71 lines
1.8 KiB
C++
Executable file
#include "RedeployableSentryGun.h"
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#include "ActorTrackingComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "OutlineComponent.h"
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void ARedeployableSentryGun::ToggleOutlineAndIcon(bool Visible) {
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}
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void ARedeployableSentryGun::SetSentryGunOwner(APlayerCharacter* Character) {
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}
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void ARedeployableSentryGun::OnRep_State(ERedeployableSentryGunState oldState) {
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}
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void ARedeployableSentryGun::OnRep_SentryGunOwner() {
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}
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void ARedeployableSentryGun::OnElectrocutionActorDestroyed(AActor* Actor) {
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}
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bool ARedeployableSentryGun::GetIsDismantled() const {
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return false;
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}
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bool ARedeployableSentryGun::GetIsDeployed() const {
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return false;
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}
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float ARedeployableSentryGun::GetAnimDuration(USkeletalMeshComponent* Mesh) {
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return 0.0f;
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}
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void ARedeployableSentryGun::DismantleFinished() {
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}
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void ARedeployableSentryGun::Dismantle() {
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}
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void ARedeployableSentryGun::DeployFinished() {
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}
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void ARedeployableSentryGun::Deploy() {
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}
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void ARedeployableSentryGun::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ARedeployableSentryGun, SentryGunOwner);
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DOREPLIFETIME(ARedeployableSentryGun, State);
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}
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ARedeployableSentryGun::ARedeployableSentryGun() {
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this->ActorTrackingIcon = CreateDefaultSubobject<UActorTrackingComponent>(TEXT("ActorTrackingIcon"));
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this->outline = CreateDefaultSubobject<UOutlineComponent>(TEXT("outline"));
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this->bOutlineAndIconVisible = false;
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this->State = ERedeployableSentryGunState::Deploying;
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this->PlasmaLineMaxRange = 1000.00f;
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this->PlasmaBeamClass = NULL;
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this->ElectrocutionActorClass = NULL;
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this->ElectrocutionActor = NULL;
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this->EMPDischargeActorClass = NULL;
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this->EMPDiscargeCooldown = 3.00f;
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}
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