91 lines
2.2 KiB
C++
Executable file
91 lines
2.2 KiB
C++
Executable file
#include "SentryGun.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Net/UnrealNetwork.h"
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void ASentryGun::UseAmmo(int32 Amount) {
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}
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void ASentryGun::OnRep_MaxAmmoCount(int32 OldCount) {
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}
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void ASentryGun::OnRep_LastTarget() {
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}
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void ASentryGun::OnRep_AmmoCount(int32 OldCount) {
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}
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void ASentryGun::OnProjectileFired(const FVector& Location) {
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}
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void ASentryGun::OnNewTargetRequested(const FLaserPointerTarget& HitInfo) {
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}
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FTransform ASentryGun::GetMuzzleTransform() const {
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return FTransform{};
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}
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FName ASentryGun::GetMuzzleName() const {
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return NAME_None;
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}
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int32 ASentryGun::GetMaxAmmoCount() const {
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return 0;
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}
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float ASentryGun::GetDeployProgress_Implementation() const {
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return 0.0f;
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}
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float ASentryGun::GetAmmoLeftPct() const {
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return 0.0f;
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}
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int32 ASentryGun::GetAmmoLeft() const {
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return 0;
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}
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void ASentryGun::Force_Fire_Implementation(AActor* Target) {
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}
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void ASentryGun::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ASentryGun, Enabled);
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DOREPLIFETIME(ASentryGun, AmmoCount);
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DOREPLIFETIME(ASentryGun, MaxAmmoCount);
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DOREPLIFETIME(ASentryGun, TargetYaw);
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DOREPLIFETIME(ASentryGun, TargetPitch);
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DOREPLIFETIME(ASentryGun, LastTarget);
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DOREPLIFETIME(ASentryGun, PrioritizedTarget);
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}
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ASentryGun::ASentryGun() {
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this->SentryGunMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SentryGunMesh"));
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this->ProjectileClass = NULL;
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this->ShootingSound = NULL;
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this->MuzzleFlash = NULL;
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this->Tracer = NULL;
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this->MinTracerDistance = 100.00f;
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this->AngleRestriction = 0.00f;
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this->Enabled = true;
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this->AquisitionRange = 5000.00f;
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this->RotationSpeed = 3.00f;
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this->ShotCoolDown = 0.20f;
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this->TargetLeading = 0.00f;
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this->BurstCount = 0;
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this->BurstShotCoolDown = 1.00f;
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this->IdleScanAngle = 120.00f;
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this->IdleScanSpeed = 1.00f;
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this->FinalShotFadeOut = 0.50f;
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this->AudioOnTurn = NULL;
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this->AmmoCount = 100;
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this->MaxAmmoCount = 100;
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this->Damage = 10.00f;
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this->TargetYaw = 0.00f;
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this->TargetPitch = 0.00f;
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this->WeaponFire = NULL;
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this->ShootingAudioComponent = NULL;
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}
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