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

71 lines
1.8 KiB
C++
Executable file

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