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

118 lines
3.8 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "Engine/EngineTypes.h"
#include "FSDPhysicsActor.h"
#include "ItemIDInterface.h"
#include "LoadoutItem.h"
#include "SaveGameIDInterface.h"
#include "Templates/SubclassOf.h"
#include "UpgradableGear.h"
#include "Flare.generated.h"
class AActor;
class AFlare;
class AItem;
class UCurveFloat;
class UItemID;
class ULightComponent;
class USoundCue;
UCLASS(Abstract, Blueprintable)
class AFlare : public AFSDPhysicsActor, public ISaveGameIDInterface, public IItemIDInterface, public ILoadoutItem, public IUpgradableGear {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float InitialSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float InitialAngularImpulse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float InitialAngularImpulseRandomScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxFlares;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ProductionTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
float Duration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor ChromaColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsFlareOn, meta=(AllowPrivateAccess=true))
bool IsFlareOn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AActor* DamageCauser;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AActor> WeaponPreviewClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AItem> LoadoutItem;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemID* ItemID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* ImpactGroundSound;
public:
AFlare();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void StartLightFunction(ULightComponent* mainLight, TArray<ULightComponent*> spotLights, UCurveFloat* flutterCurve, UCurveFloat* fadeInCurve);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnUpdateShadowRadius();
protected:
UFUNCTION(BlueprintCallable)
void OnRep_IsFlareOn();
public:
UFUNCTION(BlueprintCallable)
void OnFlareSpawnCompleted();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnFlareIgnite();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnFlareExtinguish();
public:
UFUNCTION(BlueprintCallable)
void Inhibit();
UFUNCTION(BlueprintCallable)
float ImmidiateFadeLight();
UFUNCTION(BlueprintCallable, BlueprintPure)
TSubclassOf<AActor> GetWeaponViewClass() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
static AFlare* GetFlareDefaultObject(TSubclassOf<AFlare> flareClass);
protected:
UFUNCTION(BlueprintCallable)
void ActorWasHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit);
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ActivateFlare();
// Fix for true pure virtual functions not being implemented
UFUNCTION(BlueprintCallable)
TSubclassOf<AItem> GetLoadoutItemClass() const override PURE_VIRTUAL(GetLoadoutItemClass, return NULL;);
};