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

62 lines
2.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "HitscanBaseComponent.h"
#include "MultiHitScanHits.h"
#include "OnHitDelegateDelegate.h"
#include "CapsuleHitscanComponent.generated.h"
class AActor;
class ADamageEnhancer;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UCapsuleHitscanComponent : public UHitscanBaseComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ADamageEnhancer* DamageEnhancer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnHitDelegate OnHitEffect;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnHitDelegate OnClosestHit_Client;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float range;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Width;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ShowPhysMatImpact;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ShowPhysMatDecal;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool PlayPhysMatSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSet<AActor*> ActorsInCapsule;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AActor*> DamagedActorCache;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AActor*> ActorsHit;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FMultiHitScanHits Hits;
public:
UCapsuleHitscanComponent();
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_RegisterHit(const FMultiHitScanHits& hitResults);
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_ShowHit(const FMultiHitScanHits& hitResults);
};