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

216 lines
7.7 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "Engine/EngineTypes.h"
#include "GameplayTagContainer.h"
#include "AmmoCountChangedEventDelegate.h"
#include "LaserPointerTarget.h"
#include "SentryGunMuzzleSetup.h"
#include "Templates/SubclassOf.h"
#include "TracerData.h"
#include "Upgradable.h"
#include "WeaponFireOwner.h"
#include "SentryGun.generated.h"
class APlayerCharacter;
class AProjectile;
class UAudioComponent;
class UHealthComponentBase;
class UParticleSystem;
class USkeletalMeshComponent;
class USoundBase;
class USoundCue;
class UWeaponFireComponent;
UCLASS(Abstract, Blueprintable)
class FSD_API ASentryGun : public AActor, public IWeaponFireOwner, public IUpgradable {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FEnabledChanged, bool, IsEnabled);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FEnabledChanged OnEnabledChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAmmoCountChangedEvent OnAmmoCountChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAmmoCountChangedEvent OnMaxAmmoCountChanged;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* SentryGunMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FSentryGunMuzzleSetup> SentryGunMuzzels;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AProjectile> ProjectileClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* ShootingSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* MuzzleFlash;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTracerData TracerData;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* Tracer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MinTracerDistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AngleRestriction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
bool Enabled;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FOverlapResult> OverlapCache;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRotator MinRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRotator MaxRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AquisitionRange;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RotationSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ShotCoolDown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TargetLeading;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 BurstCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float BurstShotCoolDown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float IdleScanAngle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float IdleScanSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FinalShotFadeOut;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* AudioOnTurn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer DissallowedTargetTags;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_AmmoCount, meta=(AllowPrivateAccess=true))
int32 AmmoCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxAmmoCount, meta=(AllowPrivateAccess=true))
int32 MaxAmmoCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Damage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
float TargetYaw;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
float TargetPitch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, ReplicatedUsing=OnRep_LastTarget, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<UHealthComponentBase> LastTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Replicated, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<UHealthComponentBase> PrioritizedTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UWeaponFireComponent* WeaponFire;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAudioComponent* ShootingAudioComponent;
public:
ASentryGun();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void UseAmmo(int32 Amount);
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ReceiveAmmoChanged(int32 Delta, int32 currentAmount);
UFUNCTION(BlueprintCallable)
void OnRep_MaxAmmoCount(int32 OldCount);
UFUNCTION(BlueprintCallable)
void OnRep_LastTarget();
UFUNCTION(BlueprintCallable)
void OnRep_AmmoCount(int32 OldCount);
UFUNCTION(BlueprintCallable)
void OnProjectileFired(const FVector& Location);
UFUNCTION(BlueprintCallable)
void OnNewTargetRequested(const FLaserPointerTarget& HitInfo);
UFUNCTION(BlueprintCallable, BlueprintPure)
FTransform GetMuzzleTransform() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FName GetMuzzleName() const;
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetMaxAmmoCount() const;
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, BlueprintPure)
float GetDeployProgress() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetAmmoLeftPct() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetAmmoLeft() const;
UFUNCTION(BlueprintCallable, Reliable, Server)
void Force_Fire(AActor* Target);
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void AmmoSpent();
// 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;);
};