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