43 lines
1.5 KiB
C++
Executable file
43 lines
1.5 KiB
C++
Executable file
#include "FSDPhysicalMaterial.h"
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UFXSystemComponent* UFSDPhysicalMaterial::SpawnImpactParticlesFromHit(UObject* WorldContextObject, const FHitResult& HitResult) {
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return NULL;
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}
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UFXSystemComponent* UFSDPhysicalMaterial::SpawnImpactParticles(UObject* WorldContextObject, FVector Location, FVector Normal) const {
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return NULL;
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}
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UFSDPhysicalMaterial* UFSDPhysicalMaterial::GetPhysicalMaterialFromPrimitive(UPrimitiveComponent* Component) {
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return NULL;
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}
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UFSDPhysicalMaterial::UFSDPhysicalMaterial() {
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this->BreakingDecelerationScale = 1.00f;
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this->BreakingFrictionScale = 1.00f;
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this->MaxAccelerationScale = 1.00f;
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this->RepulsePlayer = false;
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this->RepulsePlayerRandomDegreeOffset = 0.00f;
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this->RepulsePlayerSound = NULL;
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this->RepulsePlayerParticle = NULL;
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this->ImpactParticles = NULL;
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this->ImpactMaterialOverride = NULL;
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this->ImpactSound = NULL;
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this->MeleeImpactSound = NULL;
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this->UseImpactDecalOverrides = false;
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this->ImpactDecals.AddDefaulted(3);
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this->FirstPersonDamageIndicatorSound = NULL;
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this->IsWeakPoint = false;
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this->AllowFrozenBonus = true;
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this->IsSubhealthCollider = false;
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this->DamageMultiplier = 1.00f;
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this->FootstepParticle = NULL;
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this->FootstepMaterialOverride = NULL;
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this->FootstepSound = NULL;
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this->ExtraFallVelocity = 0.00f;
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this->FallImpactEffect = NULL;
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this->FallImpactSound = NULL;
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this->alwaysPenetrate = false;
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this->ReactiveTerrain = NULL;
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}
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