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

84 lines
2.2 KiB
C++
Executable file

#include "ThrownGrenadeItem.h"
#include "Net/UnrealNetwork.h"
void AThrownGrenadeItem::SetRemainingCooldown(float CoolDown) {
}
void AThrownGrenadeItem::Server_ThrowGrenade_Implementation(const FVector& StartLocation, const float& cookTime) {
}
void AThrownGrenadeItem::Server_SetState_Implementation(EThrownGrenadeItemState itemState) {
}
void AThrownGrenadeItem::Server_Resupply_Implementation(float percentage) {
}
void AThrownGrenadeItem::ResupplyGrenadesAmount(const int32& Amount) {
}
void AThrownGrenadeItem::ResupplyGrenades(float percentage) {
}
TArray<FVector> AThrownGrenadeItem::PredictGrenadePath() {
return TArray<FVector>();
}
void AThrownGrenadeItem::OnRep_State() {
}
void AThrownGrenadeItem::OnRep_GrenadeCount() {
}
void AThrownGrenadeItem::OnRep_GrenadeClass() {
}
void AThrownGrenadeItem::GrenadeThrowFinished() {
}
void AThrownGrenadeItem::GetPredictedLastPosAndVelocity(FVector& Pos, FVector& Velocity) {
}
float AThrownGrenadeItem::GetGrenadeThrowVelocity() const {
return 0.0f;
}
FRotator AThrownGrenadeItem::GetGrenadeThrowRotation() const {
return FRotator{};
}
float AThrownGrenadeItem::GetGrenadeGravity() const {
return 0.0f;
}
float AThrownGrenadeItem::GetGrenadeDuration() const {
return 0.0f;
}
void AThrownGrenadeItem::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AThrownGrenadeItem, Grenades);
DOREPLIFETIME(AThrownGrenadeItem, State);
DOREPLIFETIME(AThrownGrenadeItem, GrenadeClass);
DOREPLIFETIME(AThrownGrenadeItem, CooldownIsDone);
DOREPLIFETIME(AThrownGrenadeItem, HasRejoinedInitialized);
}
AThrownGrenadeItem::AThrownGrenadeItem() {
this->FPAnimInstance = NULL;
this->TPAnimInstance = NULL;
this->CharacterAnimationSet = NULL;
this->ThrowAngle = 0.00f;
this->MaxGrenades = 0;
this->Grenades = 0;
this->GrenadeCooldownRemaining = 0.00f;
this->State = EThrownGrenadeItemState::NotEquipped;
this->GrenadeClass = NULL;
this->DefaultGrenadeAnimationSet = NULL;
this->GrenadeMeshInstance = NULL;
this->CookSound = NULL;
this->CooldownIsDone = true;
this->HasRejoinedInitialized = false;
}