69 lines
2.4 KiB
C++
Executable file
69 lines
2.4 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 "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "GuntowerModule.h"
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#include "WeaponFireOwner.h"
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#include "HostileGuntowerModule.generated.h"
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class APlayerCharacter;
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class UEnemyComponent;
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class UHealthComponentBase;
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class UParticleSystemComponent;
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class USkeletalMeshComponent;
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UCLASS(Blueprintable)
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class AHostileGuntowerModule : public AGuntowerModule, public IWeaponFireOwner {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* DestroyedMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UParticleSystemComponent* DestroyedSmoke;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UEnemyComponent* EnemyComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ModuleMaxHealth, meta=(AllowPrivateAccess=true))
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float ModuleMaxHealth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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FRotator CurrentAimRotation;
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public:
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AHostileGuntowerModule();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void OnWeakpointDied(UHealthComponentBase* Health);
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UFUNCTION(BlueprintCallable)
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void OnRep_ModuleMaxHealth();
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UFUNCTION(BlueprintCallable)
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void OnModuleDied(UHealthComponentBase* Health);
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// Fix for true pure virtual functions not being implemented
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public:
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UFUNCTION(BlueprintCallable)
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APlayerCharacter* GetPlayerCharacter() const override PURE_VIRTUAL(GetPlayerCharacter, return NULL;);
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UFUNCTION(BlueprintCallable)
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FQuat GetMuzzleQuat() const override PURE_VIRTUAL(GetMuzzleQuat, return FQuat{};);
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UFUNCTION(BlueprintCallable)
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FVector GetMuzzleLocation() const override PURE_VIRTUAL(GetMuzzleLocation, return FVector{};);
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UFUNCTION(BlueprintCallable)
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bool GetIsLocallyControlled() const override PURE_VIRTUAL(GetIsLocallyControlled, return false;);
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UFUNCTION(BlueprintCallable)
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bool GetIsFirstPerson() const override PURE_VIRTUAL(GetIsFirstPerson, return false;);
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};
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