51 lines
1.3 KiB
C++
Executable file
51 lines
1.3 KiB
C++
Executable file
#include "ChargedWeapon.h"
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#include "Net/UnrealNetwork.h"
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void AChargedWeapon::SetOverheated(bool isOverheated) {
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}
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void AChargedWeapon::Server_SetIsCharging_Implementation(bool isCharging) {
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}
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void AChargedWeapon::OnRep_Charging() {
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}
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bool AChargedWeapon::GetIsCharging() const {
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return false;
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}
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void AChargedWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AChargedWeapon, Charging);
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}
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AChargedWeapon::AChargedWeapon() {
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this->FP_OverheatAnim = NULL;
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this->WeaponOverheatAnim = NULL;
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this->FP_ChargeupMontage = NULL;
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this->TP_ChargeupMontage = NULL;
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this->ChargeupParticles = NULL;
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this->ChargeupParticleInstance = NULL;
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this->ChargeupFireMuzzleFlash = NULL;
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this->NormalFiresound = NULL;
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this->FullyChargedFireSound = NULL;
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this->ChargeSpeed = 0.50f;
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this->Charging = false;
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this->ChargeProgress = 0.00f;
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this->ShotCostAtBelowFullCharge = 1;
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this->ShotCostAtFullCharge = 10;
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this->ChargedShotsOnly = false;
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this->AutoFireWhenOverheated = true;
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this->TotalHeat = 0.00f;
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this->CoolingRate = 0.60f;
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this->HeatPerSecondWhileCharging = 0.05f;
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this->HeatPerSecondWhenCharged = 0.05f;
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this->HeatPerNormalShot = 0.20f;
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this->HeatPerChargedShot = 0.40f;
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}
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