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

69 lines
2.4 KiB
C++
Executable file

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