134 lines
3.8 KiB
C++
Executable file
134 lines
3.8 KiB
C++
Executable file
#include "AmmoDrivenWeapon.h"
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#include "AmmoDriveWeaponAggregator.h"
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#include "Net/UnrealNetwork.h"
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void AAmmoDrivenWeapon::UpdateHoldToFire() {
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}
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void AAmmoDrivenWeapon::Server_StopReload_Implementation(float BlendOutTime) {
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}
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void AAmmoDrivenWeapon::Server_ReloadWeapon_Implementation() {
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}
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void AAmmoDrivenWeapon::Server_PlayBurstFire_Implementation(uint8 shotCount) {
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}
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void AAmmoDrivenWeapon::Server_Gunsling_Implementation(uint8 Index) {
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}
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void AAmmoDrivenWeapon::ResupplyAmmo(int32 Amount) {
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}
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void AAmmoDrivenWeapon::OnWeaponFireEnded() {
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}
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void AAmmoDrivenWeapon::OnWeaponFired(const FVector& Location) {
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}
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void AAmmoDrivenWeapon::OnRicochet(const FVector& Origin, const FVector& Location, const FVector& Normal) {
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}
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void AAmmoDrivenWeapon::OnRep_IsFiring() {
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}
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bool AAmmoDrivenWeapon::IsClipFull() const {
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return false;
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}
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void AAmmoDrivenWeapon::InstantlyReload() {
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}
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void AAmmoDrivenWeapon::Client_RefillAmmo_Implementation(float percentage) {
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}
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void AAmmoDrivenWeapon::All_StopReload_Implementation(float BlendOutTime) {
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}
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void AAmmoDrivenWeapon::All_StartReload_Implementation() {
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}
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void AAmmoDrivenWeapon::All_PlayBurstFire_Implementation(uint8 shotCount) {
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}
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void AAmmoDrivenWeapon::All_Gunsling_Implementation(uint8 Index) {
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}
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void AAmmoDrivenWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AAmmoDrivenWeapon, FP_ReloadAnimation);
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DOREPLIFETIME(AAmmoDrivenWeapon, TP_ReloadAnimation);
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DOREPLIFETIME(AAmmoDrivenWeapon, WPN_Reload);
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DOREPLIFETIME(AAmmoDrivenWeapon, ClipCount);
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DOREPLIFETIME(AAmmoDrivenWeapon, IsFiring);
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}
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AAmmoDrivenWeapon::AAmmoDrivenWeapon() {
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this->WeaponFire = NULL;
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this->Aggregator = CreateDefaultSubobject<UAmmoDriveWeaponAggregator>(TEXT("Aggregator"));
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this->LoopFireAnimation = false;
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this->LoopFireAnimationBlendoutTime = 0.25f;
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this->FP_FireAnimation = NULL;
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this->TP_FireAnimation = NULL;
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this->FP_ReloadAnimation = NULL;
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this->TP_ReloadAnimation = NULL;
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this->WPN_Fire = NULL;
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this->WPN_FireLastBullet = NULL;
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this->WPN_Reload = NULL;
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this->WPN_Reload_TP = NULL;
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this->MuzzleParticles = NULL;
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this->TPMuzzleParticles = NULL;
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this->UseTriggeredMuzzleParticles = false;
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this->CasingParticles = NULL;
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this->UseTriggeredCasingParticleSystem = false;
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this->MuzzleFlashLight = NULL;
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this->FireSound = NULL;
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this->RicochetSound = NULL;
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this->RicochetParticle = NULL;
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this->FireSoundDelayToTail = -1.00f;
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this->FireSoundTail = NULL;
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this->IsFireSoundTail2D = false;
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this->FireForceFeedbackEffect = NULL;
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this->FireSoundFadeDuration = 0.20f;
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this->ReloadSound = NULL;
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this->BulletsRemainingForNearEmptySound = 0;
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this->PlayEmptySoundsIn3D = false;
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this->NearEmptySound = NULL;
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this->WeaponEmptySound = NULL;
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this->ShoutShotFired = NULL;
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this->ShoutOutOfAmmo = NULL;
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this->ShoutReloading = NULL;
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this->MaxAmmo = 0;
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this->ClipSize = 0;
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this->ShotCost = 1;
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this->RateOfFire = 0.00f;
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this->BurstCount = 0;
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this->BurstCycleTime = 20.00f;
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this->ReloadDuration = 0.00f;
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this->AmmoCount = 0;
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this->ClipCount = 0;
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this->FireInputBufferTime = 0.00f;
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this->AutoReloadDuration = 0.00f;
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this->AutoReloadCompleteCue = NULL;
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this->SupplyStatusWeight = 1.00f;
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this->CycleTimeLeft = 0.00f;
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this->UseCustomReloadDelay = false;
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this->CustomReloadDelay = 0.00f;
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this->ReloadTimeLeft = 0.00f;
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this->AutomaticReload = false;
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this->CanReload = false;
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this->HoldToFirePercentOfFireRatePenalty = -1.00f;
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this->ApplyRecoilAtEndOfBurst = false;
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this->EndOfBurstRecoilMultiplier = 1.00f;
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this->HasAutomaticFire = false;
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this->IsFiring = false;
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this->WeaponState = EAmmoWeaponState::Equipping;
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}
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