165 lines
6 KiB
C++
Executable file
165 lines
6 KiB
C++
Executable file
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "AmmoDrivenWeapon.h"
|
|
#include "BoltActionWeaponFullyFocusedDelegateDelegate.h"
|
|
#include "Templates/SubclassOf.h"
|
|
#include "TracerData.h"
|
|
#include "BoltActionWeapon.generated.h"
|
|
|
|
class AActor;
|
|
class UDamageComponent;
|
|
class UFSDPhysicalMaterial;
|
|
class UHealthComponentBase;
|
|
class UHitscanBaseComponent;
|
|
class UParticleSystem;
|
|
class UPrimitiveComponent;
|
|
class USoundCue;
|
|
class UStatusEffect;
|
|
|
|
UCLASS(Abstract, Blueprintable)
|
|
class ABoltActionWeapon : public AAmmoDrivenWeapon {
|
|
GENERATED_BODY()
|
|
public:
|
|
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FBoltActionWeaponFullyFocusedDelegate FullyFocusedEvent;
|
|
|
|
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FBoltActionWeaponFullyFocusedDelegate FocusLostEvent;
|
|
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
|
|
UDamageComponent* DamageComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
|
|
UHitscanBaseComponent* HitscanComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TSubclassOf<UStatusEffect> FocusedHitSTE;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool RequireWeakspotForFocusedHitSTE;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool IsNoGravityOnFocusEnabled;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float NoGravityOnFocusDuration;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float NoGravityFocusFallFriction;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float NoGravityFocusGravityScale;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ZoomSpreadAmount;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ZoomMinSpreadWhileMoving;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ChargeSpeed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ChargeAmmoCost;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ChargeRecoilMult;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USoundCue* ZoomedInAudio;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UParticleSystem* ChargedShotTrailParticles;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FTracerData ChargedShotTracer;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USoundCue* ButtonDownFireSound;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USoundCue* ChargedShotFireSound;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ChargedFoVChange;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ChargedFoVFadeSpeed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MinCharge;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float SlowMovementAtCharge;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float FullChargeDamageBonus;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float AimedShotStaggerChance;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float AimedShotWeakpointDamageBonusMultiplier;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float AimedWeakspotKilLRange;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float TargetKilledReloadTimeBoost;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float TargetKilledReloadTimeBoostDuration;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
bool LastShotWasAimed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
|
|
bool IsMovementSlowed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool ChargeAffectsDamage;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool Charging;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float ChargeProgress;
|
|
|
|
public:
|
|
ABoltActionWeapon();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetOverheated(bool isOverheated);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetIsMovementSlowed(bool bisMovementSlowed);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetIsLatestShotFocused(bool bisShotFocused);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetIsChargingShot(bool bisCharging);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnTimerElapsed();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnTargetKilled(AActor* Target, UFSDPhysicalMaterial* PhysicalMaterial, bool wasDirectHit);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnShotPowerSet();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnMovementSlowed(bool isSlowed);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void Client_OnTargetKilled(bool BoostReloadTime);
|
|
|
|
};
|
|
|