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

118 lines
3.9 KiB
C++
Executable file

#include "SharkEnemy.h"
#include "Perception/PawnSensingComponent.h"
#include "Particles/ParticleSystemComponent.h"
#include "Components/SphereComponent.h"
#include "DamageComponent.h"
#include "EnemyComponent.h"
#include "FakePhysGrabberComponent.h"
#include "InDangerComponent.h"
#include "Net/UnrealNetwork.h"
void ASharkEnemy::SetVulnerable() {
}
void ASharkEnemy::ReleasePlayer(AActor* playerchar, bool fullGrabElapsed) {
}
void ASharkEnemy::PopRecentlyBumpedPlayer() {
}
void ASharkEnemy::OnSeePawn(APawn* APawn) {
}
void ASharkEnemy::OnRep_State(ESharkEnemyState oldState) {
}
void ASharkEnemy::OnRep_DiveTime() {
}
void ASharkEnemy::OnNearTarget(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void ASharkEnemy::OnDeathDetailed(UHealthComponent* aHealthComponent, float damageAmount, const FDamageData& DamageData, const TArray<UDamageTag*>& dTags) {
}
void ASharkEnemy::OnDeath(UHealthComponentBase* aHealthComponent) {
}
void ASharkEnemy::OnDamaged(float aAmount) {
}
void ASharkEnemy::OnCollided(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void ASharkEnemy::Jumped_Implementation() {
}
void ASharkEnemy::ImpactSound_Implementation() {
}
void ASharkEnemy::DiveShow() {
}
void ASharkEnemy::DiveHide() {
}
void ASharkEnemy::All_DoRagdollImpact_Implementation(const FVector_NetQuantize& Direction) {
}
void ASharkEnemy::ActivateDanger() {
}
void ASharkEnemy::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ASharkEnemy, DiveForSeconds);
DOREPLIFETIME(ASharkEnemy, State);
}
ASharkEnemy::ASharkEnemy() {
this->PawnSensing = CreateDefaultSubobject<UPawnSensingComponent>(TEXT("PawnSensing"));
this->CollisionSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionSphere"));
this->NearTargetSphere = CreateDefaultSubobject<USphereComponent>(TEXT("NearTargetSphere"));
this->TearingGroundParticles = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("TearingGroundParticles"));
this->AirTrailParticles = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("AirTrailParticles"));
this->Danger = CreateDefaultSubobject<UInDangerComponent>(TEXT("Danger"));
this->EnemyComponent = CreateDefaultSubobject<UEnemyComponent>(TEXT("EnemyComponent"));
this->Damage = CreateDefaultSubobject<UDamageComponent>(TEXT("Damage"));
this->BumpDamage = CreateDefaultSubobject<UDamageComponent>(TEXT("BumpDamage"));
this->RestrictedGrabberComponent = CreateDefaultSubobject<UFakePhysGrabberComponent>(TEXT("RestrictedGrabberComponent"));
this->ImpactCue = NULL;
this->JumpSound = NULL;
this->DiveForSeconds = 0.00f;
this->LaunchPower = 0.00f;
this->GrabTime = 3.00f;
this->RagdollSpeedFactor = 0.20f;
this->UpsideDownTime = 0.00f;
this->TiltOutSpeed = 1.00f;
this->SafeTimeAfterVounerable = 0.00f;
this->RaiseHeight = 60.00f;
this->AttackDuration = 0.00f;
this->ChanceToGrab = 0.50f;
this->MinTimeBetweenBumps = 1.00f;
this->ChanceForJump = 0.30f;
this->MinJumpCooldown = 0.00f;
this->MaxJumpCooldown = 0.00f;
this->JumpForce = 0.00f;
this->NormalHeight = -60.00f;
this->DiveHeight = -200.00f;
this->MinCirclingTime = 0.00f;
this->MaxCirclingTime = 0.00f;
this->CircleSetttings = NULL;
this->AttackSettings = NULL;
this->PostHitSettings = NULL;
this->JumpSettings = NULL;
this->VulnerableSettings = NULL;
this->MaxInGroundTime = 0.00f;
this->MinInGroundTime = 0.00f;
this->StartParticleTime = 0.00f;
this->EndParticleTime = 0.00f;
this->DiveParticles = NULL;
this->State = ESharkEnemyState::Idle;
}