52 lines
1.7 KiB
C++
Executable file
52 lines
1.7 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 "GameFramework/Actor.h"
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#include "Steerable.h"
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#include "WeaponFireOwner.h"
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#include "MountedGun.generated.h"
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class APlayerCharacter;
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class UGunLogicComponent;
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class USkeletalMeshComponent;
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class UWeaponFireComponent;
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UCLASS(Blueprintable)
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class AMountedGun : public AActor, public ISteerable, 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* Mesh;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UWeaponFireComponent* WeaponFire;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UGunLogicComponent* GunLogic;
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public:
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AMountedGun();
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_Test();
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// Fix for true pure virtual functions not being implemented
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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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