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

137 lines
4.7 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "AnimatedItem.h"
#include "Templates/SubclassOf.h"
#include "Upgradable.h"
#include "UpgradableGear.h"
#include "DetPackItem.generated.h"
class ADetPack;
class AItem;
class UAnimMontage;
class UCapacityHoldingItemAggregator;
class UDialogDataAsset;
class UForceFeedbackEffect;
class UItemUpgrade;
class USkeletalMeshComponent;
UCLASS(Blueprintable)
class ADetPackItem : public AAnimatedItem, public IUpgradable, public IUpgradableGear {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<ADetPack> DetPackClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AItem> LoadoutProxy;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FPThrowMontage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* TPThrowMontage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_DetonateAnim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* WPN_DetonateAnim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_EquipDetonatorAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* WPN_EquipDetonatorAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* DetonatorFPMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* DetonatorTPMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UForceFeedbackEffect* DetonatorTriggerForceFeedback;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCapacityHoldingItemAggregator* Capacity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SupplyStatusWeight;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ThrowVelocity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float EnheiritOwnerVelocityScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ThrowAngle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CooldownAfterThrow;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CooldownAfterDetonation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ThrowDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ThrowZOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UDialogDataAsset* ShoutDetPackPlaced;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UDialogDataAsset* ShoutOutOfAmmo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float CooldownLeft;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<ADetPack*> ThrownPacks;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UItemUpgrade*> DetPackUpgrades;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsDetonatorOut, meta=(AllowPrivateAccess=true))
bool IsDetonatorOut;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool HasThrownPack;
public:
ADetPackItem();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void Simulate_ThrowGrenade();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_ThrowGrenade();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_Detonate();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CycleItem();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void Receive_OnRep_IsDetonatorOut();
UFUNCTION(BlueprintCallable)
void OnRep_IsDetonatorOut();
UFUNCTION(BlueprintCallable)
void OnDetonatingFinished();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetCurrentGrenades() const;
// Fix for true pure virtual functions not being implemented
};