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

138 lines
4.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "EThrownGrenadeItemState.h"
#include "Item.h"
#include "RejoinListener.h"
#include "Templates/SubclassOf.h"
#include "ThrownGrenadeItem.generated.h"
class AGrenade;
class UFSDAudioComponent;
class UGrenadeAnimationSet;
class UItemCharacterAnimationSet;
class UPlayerAnimInstance;
class UStaticMeshComponent;
UCLASS(Blueprintable)
class AThrownGrenadeItem : public AItem, public IRejoinListener {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGrenadeThrown);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnGrenadeThrown OnGrenadeThrown;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UPlayerAnimInstance* FPAnimInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UPlayerAnimInstance* TPAnimInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemCharacterAnimationSet* CharacterAnimationSet;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector ThrowOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ThrowAngle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 MaxGrenades;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_GrenadeCount, meta=(AllowPrivateAccess=true))
int32 Grenades;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float GrenadeCooldownRemaining;
UPROPERTY(EditAnywhere, Transient, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
EThrownGrenadeItemState State;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_GrenadeClass, meta=(AllowPrivateAccess=true))
TSubclassOf<AGrenade> GrenadeClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UGrenadeAnimationSet* DefaultGrenadeAnimationSet;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UStaticMeshComponent* GrenadeMeshInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UFSDAudioComponent* CookSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool CooldownIsDone;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool HasRejoinedInitialized;
public:
AThrownGrenadeItem();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void UpdateCookTime(float Time);
public:
UFUNCTION(BlueprintCallable)
void SetRemainingCooldown(float CoolDown);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_ThrowGrenade(const FVector& StartLocation, const float& cookTime);
UFUNCTION(Reliable, Server)
void Server_SetState(EThrownGrenadeItemState itemState);
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_Resupply(float percentage);
UFUNCTION(BlueprintCallable)
void ResupplyGrenadesAmount(const int32& Amount);
UFUNCTION(BlueprintCallable)
void ResupplyGrenades(float percentage);
protected:
UFUNCTION(BlueprintCallable)
TArray<FVector> PredictGrenadePath();
UFUNCTION(BlueprintCallable)
void OnRep_State();
UFUNCTION(BlueprintCallable)
void OnRep_GrenadeCount();
UFUNCTION(BlueprintCallable)
void OnRep_GrenadeClass();
UFUNCTION(BlueprintCallable)
void GrenadeThrowFinished();
public:
UFUNCTION(BlueprintCallable)
void GetPredictedLastPosAndVelocity(FVector& Pos, FVector& Velocity);
protected:
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetGrenadeThrowVelocity() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FRotator GetGrenadeThrowRotation() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetGrenadeGravity() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetGrenadeDuration() const;
// Fix for true pure virtual functions not being implemented
};