73 lines
2.4 KiB
C++
Executable file
73 lines
2.4 KiB
C++
Executable file
#include "BoltActionWeapon.h"
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#include "Net/UnrealNetwork.h"
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void ABoltActionWeapon::SetOverheated(bool isOverheated) {
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}
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void ABoltActionWeapon::Server_SetIsMovementSlowed_Implementation(bool bisMovementSlowed) {
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}
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void ABoltActionWeapon::Server_SetIsLatestShotFocused_Implementation(bool bisShotFocused) {
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}
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void ABoltActionWeapon::Server_SetIsChargingShot_Implementation(bool bisCharging) {
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}
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void ABoltActionWeapon::OnTimerElapsed() {
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}
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void ABoltActionWeapon::OnTargetKilled(AActor* Target, UFSDPhysicalMaterial* PhysicalMaterial, bool wasDirectHit) {
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}
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void ABoltActionWeapon::OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial) {
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}
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void ABoltActionWeapon::OnShotPowerSet() {
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}
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void ABoltActionWeapon::Client_OnTargetKilled_Implementation(bool BoostReloadTime) {
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}
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void ABoltActionWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABoltActionWeapon, LastShotWasAimed);
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DOREPLIFETIME(ABoltActionWeapon, IsMovementSlowed);
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}
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ABoltActionWeapon::ABoltActionWeapon() {
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this->DamageComponent = NULL;
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this->HitscanComponent = NULL;
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this->FocusedHitSTE = NULL;
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this->RequireWeakspotForFocusedHitSTE = true;
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this->IsNoGravityOnFocusEnabled = false;
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this->NoGravityOnFocusDuration = 1.00f;
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this->NoGravityFocusFallFriction = 2.00f;
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this->NoGravityFocusGravityScale = 0.20f;
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this->ZoomSpreadAmount = 10.00f;
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this->ZoomMinSpreadWhileMoving = 0.00f;
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this->ChargeSpeed = 0.50f;
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this->ChargeAmmoCost = 2.00f;
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this->ChargeRecoilMult = 2.00f;
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this->ZoomedInAudio = NULL;
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this->ChargedShotTrailParticles = NULL;
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this->ButtonDownFireSound = NULL;
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this->ChargedShotFireSound = NULL;
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this->ChargedFoVChange = 15.00f;
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this->ChargedFoVFadeSpeed = 60.00f;
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this->MinCharge = 0.25f;
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this->SlowMovementAtCharge = 0.50f;
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this->FullChargeDamageBonus = 2.00f;
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this->AimedShotStaggerChance = 0.00f;
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this->AimedShotWeakpointDamageBonusMultiplier = 1.00f;
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this->AimedWeakspotKilLRange = 350.00f;
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this->TargetKilledReloadTimeBoost = 0.00f;
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this->TargetKilledReloadTimeBoostDuration = 0.00f;
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this->LastShotWasAimed = false;
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this->IsMovementSlowed = false;
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this->ChargeAffectsDamage = false;
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this->Charging = false;
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this->ChargeProgress = 0.00f;
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}
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