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

54 lines
1.4 KiB
C++
Executable file

#include "GrapplingHookGun.h"
#include "CoolDownItemAggregator.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
void AGrapplingHookGun::StopGrapple() {
}
bool AGrapplingHookGun::StartGrapple() {
return false;
}
void AGrapplingHookGun::Server_SetState_Implementation(const FGraplingGunState& NewState) {
}
void AGrapplingHookGun::OnRep_State(const FGraplingGunState& prevState) {
}
void AGrapplingHookGun::OnReleaseHook() {
}
float AGrapplingHookGun::GetWindUpProgress() const {
return 0.0f;
}
float AGrapplingHookGun::GetCooldownDuration(TSubclassOf<AGrapplingHookGun> GrapplingHookGun) {
return 0.0f;
}
void AGrapplingHookGun::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGrapplingHookGun, AutoFire);
DOREPLIFETIME(AGrapplingHookGun, State);
}
AGrapplingHookGun::AGrapplingHookGun() {
this->CoolDownAggregator = CreateDefaultSubobject<UCoolDownItemAggregator>(TEXT("CoolDownAggregator"));
this->MaxDistance = 2000.00f;
this->FPReloadAnim = NULL;
this->TPReloadAnim = NULL;
this->FPGunslingAnim = NULL;
this->TPGunslingAnim = NULL;
this->MaxSpeed = 1500.00f;
this->MaxSpeedReleaseModifier = 0.50f;
this->WindUpTime = 0.40f;
this->AutoFire = false;
this->GrapleStartTime = 0.00f;
}