DRG-Femboy-Voice/Source/FSD/Private/ChargedWeapon.cpp
2025-04-15 12:39:31 -07:00

51 lines
1.3 KiB
C++
Executable file

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