DRG-Femboy-Voice/Source/FSD/Public/BoltActionWeapon.h
2025-04-15 12:39:31 -07:00

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);
};