128 lines
4.6 KiB
C++
Executable file
128 lines
4.6 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 "GameFramework/Actor.h"
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#include "Engine/EngineTypes.h"
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#include "WeaponFireOwner.h"
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#include "NeedleSprayer.generated.h"
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class APlayerCharacter;
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class UAnimMontage;
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class UFSDAudioComponent;
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class UHitscanComponent;
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class UNiagaraComponent;
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class UPointLightComponent;
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class USceneComponent;
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class USkeletalMeshComponent;
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UCLASS(Blueprintable)
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class ANeedleSprayer : public AActor, 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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USceneComponent* Root;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* SKMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UHitscanComponent* FireComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UHitscanComponent* OnSpawnedEffectComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UPointLightComponent* MuzzleFlashLight;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UNiagaraComponent* MuzzleFlashParticleSys;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UNiagaraComponent* ImpactParticleComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* ShotOriginPivot;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UHitscanComponent* HitscanComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UFSDAudioComponent* SoundEnd;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* ReloadAnimation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxRotations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 LinesPerRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector2D ShotAngleFromTop;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DeployDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LifeTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeBetweenRotations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RearmTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AvoidCloseOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ShotOriginOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxRearms;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool PlayAnimationOnBeginPlay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool PlayAnimationOnReload;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool DrawDebugLines;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DebugLinesDuration;
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public:
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ANeedleSprayer();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnSpinningChanged(bool isSpinning);
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public:
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UFUNCTION(BlueprintCallable)
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void OnHit(const FHitResult& Result, bool IsPenetrating);
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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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