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

52 lines
1.7 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "Steerable.h"
#include "WeaponFireOwner.h"
#include "MountedGun.generated.h"
class APlayerCharacter;
class UGunLogicComponent;
class USkeletalMeshComponent;
class UWeaponFireComponent;
UCLASS(Blueprintable)
class AMountedGun : public AActor, public ISteerable, public IWeaponFireOwner {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* Mesh;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UWeaponFireComponent* WeaponFire;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UGunLogicComponent* GunLogic;
public:
AMountedGun();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_Test();
// Fix for true pure virtual functions not being implemented
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;);
};