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