78 lines
2.8 KiB
C++
Executable file
78 lines
2.8 KiB
C++
Executable file
#include "CryosprayItem.h"
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#include "DamageComponent.h"
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#include "FSDAudioComponent.h"
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#include "MotionAudioController.h"
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#include "Net/UnrealNetwork.h"
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#include "ProjectileLauncherComponent.h"
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#include "StickyFlameSpawner.h"
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void ACryosprayItem::ServerDoDamage_Implementation(FVector_NetQuantize Start, FVector_NetQuantize End, uint8 Power) {
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}
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void ACryosprayItem::Server_TriggerAoECold_Implementation() {
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}
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void ACryosprayItem::Server_PreLaunchProjectile_Implementation() {
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}
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void ACryosprayItem::OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial) {
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}
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void ACryosprayItem::OnRep_IsCharging(bool OldValue) {
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}
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void ACryosprayItem::OnProjectileSpawned(AProjectileBase* Projectile) {
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}
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void ACryosprayItem::OnPressurizedPartileShoot() {
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}
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void ACryosprayItem::All_PreLaunchProjectile_Implementation() {
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}
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void ACryosprayItem::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ACryosprayItem, isCharging);
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}
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ACryosprayItem::ACryosprayItem() {
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this->projectileLauncher = CreateDefaultSubobject<UProjectileLauncherComponent>(TEXT("projectileLauncher"));
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this->DamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("DamageComponent"));
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this->StickyFlames = CreateDefaultSubobject<UStickyFlameSpawner>(TEXT("StickyFlames"));
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this->AoEColdDamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("AoEDamageComponent"));
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this->VelocityAudio = CreateDefaultSubobject<UMotionAudioController>(TEXT("MotionAudio"));
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this->FlameParticleComponent = NULL;
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this->PressurizedProjectileEnabled = false;
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this->PressurizedProjectileDelay = 1.00f;
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this->PressurizeProjectileFullCost = 25;
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this->ChargeupParticles = NULL;
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this->ChargeupParticleInstance = NULL;
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this->DecalDelay = 0.20f;
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this->ImpactParticles = NULL;
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this->ImpactParticleInstance = NULL;
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this->DamageSphereRadius = 25.00f;
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this->MaxFlameDistance = 5000.00f;
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this->FlameGrowthPerSecond = 1000.00f;
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this->FriendlyFireModifier = 1.00f;
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this->ChargeupTime = 1.00f;
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this->ChargeDownTime = 1.00f;
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this->isCharging = false;
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this->ChargeProgress = 0.00f;
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this->bRepressurerising = false;
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this->RepressurerisingDoneAtPct = 0.25f;
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this->ChargeUpFadeOutTime = 0.50f;
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this->ChargeUpAudioComponent = CreateDefaultSubobject<UFSDAudioComponent>(TEXT("ChargeUpAudioComponent"));
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this->PressureTime = 5.00f;
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this->PressureDropMultiplier = 1.00f;
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this->PressureGainMultiplier = 1.00f;
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this->CurrentPressure = 0.00f;
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this->RePressureDuration = 1.00f;
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this->RePressureProgress = 0.00f;
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this->LongReachEnabled = false;
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this->AoEColdEnabled = false;
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}
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