49 lines
1.5 KiB
C++
Executable file
49 lines
1.5 KiB
C++
Executable file
#include "CrossbowProjectileStuck.h"
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#include "Components/SphereComponent.h"
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#include "Net/UnrealNetwork.h"
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void ACrossbowProjectileStuck::UsableChanged(bool CanUse) {
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}
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void ACrossbowProjectileStuck::OnUsedBy(APlayerCharacter* Player, EInputKeys Key) {
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}
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void ACrossbowProjectileStuck::OnRep_BansheePulseEnabled() {
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}
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void ACrossbowProjectileStuck::MatchParentDestroy(UHealthComponentBase* destroyed) {
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}
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bool ACrossbowProjectileStuck::IsLocallyControlled() const {
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return false;
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}
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bool ACrossbowProjectileStuck::GetSpecialArrowEquipped() const {
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return false;
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}
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void ACrossbowProjectileStuck::All_OnCavePointRemoved_Implementation(USceneComponent* Point) {
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}
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void ACrossbowProjectileStuck::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ACrossbowProjectileStuck, BansheePulseEnabled);
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DOREPLIFETIME(ACrossbowProjectileStuck, StatusEffectTime);
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DOREPLIFETIME(ACrossbowProjectileStuck, BaseProjectile);
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}
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ACrossbowProjectileStuck::ACrossbowProjectileStuck() {
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this->BansheePulseEnabled = false;
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this->RecallComponent = NULL;
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this->BansheeComponent = NULL;
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this->StuckProjectileEffect = ECrossbowStuckType::Default;
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this->IsPlayingElectricRangeEffect = true;
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this->AppliedEffect = NULL;
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this->StatusEffectTime = 0.00f;
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this->AttachmentRoot = CreateDefaultSubobject<USphereComponent>(TEXT("Root"));
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this->BansheePulseComponent = NULL;
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this->LaserCollider = NULL;
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this->BaseProjectile = NULL;
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}
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