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

66 lines
2.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "EnemyAttacker.h"
#include "EnemyDeepPathfinderCharacter.h"
#include "SpiderEnemy.generated.h"
class AActor;
class UHitReactionComponent;
class UPawnStatsComponent;
class UStaticMesh;
class UStaticMeshComponent;
UCLASS(Blueprintable)
class ASpiderEnemy : public AEnemyDeepPathfinderCharacter, public IEnemyAttacker {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPawnStatsComponent* PawnStats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UHitReactionComponent* HitReactions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UStaticMesh* GoreMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ApplyDifficultySpeedModifier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AttackDamageModifier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool LimitRagdollSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxRagdollSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_LookAtTarget, meta=(AllowPrivateAccess=true))
AActor* LookAtTarget;
public:
ASpiderEnemy();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void SetLookAtTarget(AActor* Target);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_LookAtTarget();
UFUNCTION(BlueprintCallable)
UStaticMeshComponent* CreateHeadGore();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void AlertNearbyEnemies();
// Fix for true pure virtual functions not being implemented
public:
UFUNCTION(BlueprintCallable)
float GetAttackDamageModifier() const override PURE_VIRTUAL(GetAttackDamageModifier, return 0.0f;);
};