53 lines
2 KiB
C++
Executable file
53 lines
2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Components/ActorComponent.h"
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#include "Engine/EngineTypes.h"
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#include "ExplosionBaseComponent.generated.h"
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class UDamageComponent;
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class UPhysicalMaterial;
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class UPrimitiveComponent;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UExplosionBaseComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CarveDiameterCM;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CarveNoiseCM;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CarveBurnThicknessCM;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CarveNormalOffsetCM;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CarveNormalSqueeze;
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public:
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UExplosionBaseComponent();
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UFUNCTION(BlueprintCallable)
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void DamageOnlyFromHit(const FHitResult& HitResult, UPARAM(Ref) UDamageComponent*& DamageComponent);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void DamageOnly(FVector Location, FName BoneName, UPrimitiveComponent* Target, UPhysicalMaterial* PhysicalMaterial, UPARAM(Ref) UDamageComponent*& DamageComponent);
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UFUNCTION(BlueprintCallable)
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void DamageArmorClients(const FHitResult& HitResult, UPARAM(Ref) UDamageComponent*& DamageComponent);
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UFUNCTION(BlueprintCallable)
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void DamageAndCarveFromHit(const FHitResult& HitResult, UPARAM(Ref) UDamageComponent*& DamageComponent);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void DamageAndCarve(FVector Location, FVector ImpactNormal, FName BoneName, UPrimitiveComponent* Target, UPhysicalMaterial* PhysicalMaterial, UPARAM(Ref) UDamageComponent*& DamageComponent);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void CarveOnly(FVector Location, FVector ImpactNormal);
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};
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