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

41 lines
1.4 KiB
C++
Executable file

#include "GatlingGun.h"
#include "DamageComponent.h"
#include "Net/UnrealNetwork.h"
void AGatlingGun::Server_SetHotShellsOn_Implementation(bool hotShellsIsOn) {
}
void AGatlingGun::OnRep_HotShellsTracerOn() {
}
void AGatlingGun::OnGatlingTemperatureChanged(float Temperature, bool isOverheated) {
}
void AGatlingGun::OnEnemyKilled(AActor* Target, UFSDPhysicalMaterial* PhysMat, bool wasDirectHit) {
}
void AGatlingGun::Client_RemoveHeat_Implementation() {
}
void AGatlingGun::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGatlingGun, HotShellsOn);
}
AGatlingGun::AGatlingGun() {
this->BarrelProximityDamageEnabled = false;
this->BarrelProximityDamageDistance = 250.00f;
this->BarrelProximityDamageRadius = 100.00f;
this->BarrelProximityDamageLength = 200.00f;
this->TimeBetweenProximityDamageTicks = 0.50f;
this->DamageMultiplierAtMaxStabilization = 1.00f;
this->HotShellsTracerParticles = NULL;
this->HeatRemovedOnKill = 0.00f;
this->CriticalOverheatEnabled = false;
this->HotShellsOn = false;
this->HotShellsTemperatureRequired = 200.00f;
this->DamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("DamageComponent"));
this->BarrelProximityDamageComponent = CreateDefaultSubobject<UDamageComponent>(TEXT("BarrelProximityDamage"));
}