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

674 lines
20 KiB
C++
Executable file

#include "PlayerCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/PointLightComponent.h"
#include "Components/SceneComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/WidgetInteractionComponent.h"
#include "ActorTrackingComponent.h"
#include "CharacterCameraController.h"
#include "CharacterRecoilComponent.h"
#include "CharacterSightComponent.h"
#include "CharacterUseComponent.h"
#include "CharacterVanityComponent.h"
#include "CommunicationComponent.h"
#include "FirstPersonSkeletalMeshComponent.h"
#include "InstantUsable.h"
#include "InventoryComponent.h"
#include "MissionStatsCollector.h"
#include "Net/UnrealNetwork.h"
#include "OutlineComponent.h"
#include "PawnStatsComponent.h"
#include "PlayerAfflictionComponent.h"
#include "PlayerAttackPositionComponent.h"
#include "PlayerHealthComponent.h"
#include "PlayerInfectionComponent.h"
#include "PlayerInfoComponent.h"
#include "PlayerReactiveTerrainTrackerComponent.h"
#include "PlayerTemperatureComponent.h"
#include "SingleUsableComponent.h"
#include "StatusEffectsComponent.h"
void APlayerCharacter::UseZipLine(AZipLineProjectile* ZipLine, const FVector& Start, const FVector& End) {
}
void APlayerCharacter::Unparalyze() {
}
void APlayerCharacter::ToggleScanTool(bool Visible) {
}
void APlayerCharacter::ToggleHUDReleased() {
}
void APlayerCharacter::ToggleHUDPressed() {
}
void APlayerCharacter::ToggleHeadLight() {
}
void APlayerCharacter::ThrowFlareReleased() {
}
void APlayerCharacter::ThrowFlarePressed() {
}
void APlayerCharacter::ThrowFlare() {
}
void APlayerCharacter::StopUsingItem() {
}
void APlayerCharacter::StartTutorials(bool ResetTutorials) {
}
void APlayerCharacter::StartPerkActivation(UPerkHUDActivationWidget* PerkActivationWidget, float HoldTime) {
}
UAudioComponent* APlayerCharacter::SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, float PriorityOverride, FName AttachPointName, FVector Location, FRotator Rotation, TEnumAsByte<EAttachLocation::Type> LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration) {
return NULL;
}
UAudioComponent* APlayerCharacter::SpawnSoundAtLocation(USoundBase* Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration) {
return NULL;
}
UAudioComponent* APlayerCharacter::SpawnSound2D(USoundBase* Sound, float PriorityOverride, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy, bool SendVibration) {
return NULL;
}
void APlayerCharacter::ShowSimpleHoldProgress(APlayerController* PlayerController, const FText& InDescription, float InProgress) {
}
void APlayerCharacter::SetStandingDown(bool standingDown) {
}
void APlayerCharacter::SetRadarMaterialInstance(UMaterialInstanceDynamic* matInstance) {
}
void APlayerCharacter::SetOutsideShieldGenerator(AShieldGeneratorActor* Shield) {
}
void APlayerCharacter::SetIsCharacterSelectionModel() {
}
void APlayerCharacter::SetInstantUsables_Implementation(bool Value) {
}
void APlayerCharacter::SetInsideShieldGenerator(AShieldGeneratorActor* Shield) {
}
void APlayerCharacter::SetInCharacterSelectionWorld() {
}
void APlayerCharacter::SetHeadLight_Implementation(bool On) {
}
void APlayerCharacter::SetFallbackPhysicalMaterial(UFSDPhysicalMaterial* PhysMat) {
}
void APlayerCharacter::SetCameraMode(ECharacterCameraMode NewCameraMode) {
}
void APlayerCharacter::SetAttached(USceneComponent* AttachTo, bool DelayUntilLanded) {
}
void APlayerCharacter::Server_TriggerDash_Implementation() {
}
void APlayerCharacter::Server_StartSalute_Implementation(UAnimMontage* startSalute) {
}
void APlayerCharacter::Server_SpawnEnemies_Implementation(UEnemyDescriptor* descriptor, int32 Count) {
}
void APlayerCharacter::Server_Shouted_Implementation() {
}
void APlayerCharacter::Server_SetUsing_Implementation(bool characterIsUsing) {
}
void APlayerCharacter::Server_SetRunning_Implementation(bool characterIsRunning) {
}
void APlayerCharacter::Server_SetRunBoostActive_Implementation(bool IsActive) {
}
void APlayerCharacter::Server_SetIsThrowingCarriable_Implementation(bool isThrowing) {
}
void APlayerCharacter::Server_SetIsPressingMovementInput_Implementation(bool aIsPushingInput) {
}
void APlayerCharacter::Server_SetIsJumpPressed_Implementation(bool InJumpPressed) {
}
void APlayerCharacter::Server_SetDispenserReward_Implementation(AEventRewardDispenser* Dispenser, USchematic* Reward) {
}
void APlayerCharacter::Server_SetClientReady_Implementation() {
}
void APlayerCharacter::Server_InstantRevive_Implementation(APlayerCharacter* ReviveTarget, EInputKeys Key) {
}
void APlayerCharacter::Server_EscapeFromGrabber_Implementation() {
}
void APlayerCharacter::Server_CheatRevive_Implementation() {
}
void APlayerCharacter::Server_CheatKillAllFriendly_Implementation() {
}
void APlayerCharacter::Server_CheatKillAll_Implementation() {
}
void APlayerCharacter::Server_CheatJetBoots_Implementation() {
}
void APlayerCharacter::Server_CheatGodMode_Implementation() {
}
void APlayerCharacter::Server_CheatFlyMode_Implementation(bool Active) {
}
void APlayerCharacter::Server_CheatDebugFastMode_Implementation(bool fast) {
}
void APlayerCharacter::Server_CancelThrowingCarriable_Implementation() {
}
void APlayerCharacter::Server_CallDonkey_Implementation() {
}
void APlayerCharacter::Server_AddToTraceQueue_Implementation(ADamageEnhancer* Target, FEnhancedTrace Item) {
}
void APlayerCharacter::Server_AddImpulseToActor_Implementation(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse) {
}
void APlayerCharacter::Server_AddImpulse_Implementation(const FVector_NetQuantizeNormal& Direction, float force) {
}
void APlayerCharacter::Server_ActivateTemporaryBuff_Implementation(UTemporaryBuff* buff) {
}
void APlayerCharacter::SendLevelUpStatistics(const int32 currentRank) {
}
void APlayerCharacter::ReviveProgress(float Progress) {
}
void APlayerCharacter::RequestChangeInGravityScale_Implementation(float newGravityScale) {
}
void APlayerCharacter::RejectInvite() {
}
void APlayerCharacter::PilotVehicle(AActor* Vehicle) {
}
void APlayerCharacter::Paralyze(AActor* ParalyzedBy) {
}
void APlayerCharacter::OpenChat() {
}
void APlayerCharacter::OnResourceFull(UCappedResource* Resource) {
}
void APlayerCharacter::OnRep_IsStandingDown() {
}
void APlayerCharacter::OnRep_IsDancing() {
}
void APlayerCharacter::OnRep_HeadLightOn() {
}
void APlayerCharacter::OnRep_DanceMove() {
}
void APlayerCharacter::OnRep_CharacterState(UCharacterStateComponent* oldState) {
}
void APlayerCharacter::OnItemEquipped(AItem* Item) {
}
void APlayerCharacter::OnCharacterUsed(APlayerCharacter* User, EInputKeys Key) {
}
void APlayerCharacter::OnCharacterBeginUse(APlayerCharacter* User, EInputKeys Key) {
}
void APlayerCharacter::MouseWheelUp() {
}
void APlayerCharacter::MouseWheelDown() {
}
bool APlayerCharacter::LockIfState(ECharacterState LockIf, ECharacterState LockTo, bool canMoveAndAim) {
return false;
}
void APlayerCharacter::JumpRelease() {
}
void APlayerCharacter::JumpPress() {
}
bool APlayerCharacter::IsWithinDistance(AActor* Source, float Distance) const {
return false;
}
bool APlayerCharacter::IsWalking() const {
return false;
}
bool APlayerCharacter::IsUsingPressed() const {
return false;
}
bool APlayerCharacter::IsUsingItemPressed() const {
return false;
}
bool APlayerCharacter::IsStateActive(ECharacterState State) const {
return false;
}
bool APlayerCharacter::IsSaluting() const {
return false;
}
bool APlayerCharacter::IsParalyzed() const {
return false;
}
bool APlayerCharacter::IsMovementInputPressed() {
return false;
}
bool APlayerCharacter::IsMining() const {
return false;
}
bool APlayerCharacter::IsLyingDown() const {
return false;
}
bool APlayerCharacter::IsJumpPressed() const {
return false;
}
bool APlayerCharacter::IsInState(ECharacterState aState) const {
return false;
}
bool APlayerCharacter::IsFrozen() const {
return false;
}
bool APlayerCharacter::IsFirstPerson() const {
return false;
}
bool APlayerCharacter::IsEquipepdActor(AActor* Actor) const {
return false;
}
bool APlayerCharacter::IsDown() const {
return false;
}
bool APlayerCharacter::IsAlive() const {
return false;
}
void APlayerCharacter::InstantRevive(APlayerCharacter* ReviveTarget, EInputKeys Key) {
}
void APlayerCharacter::IgnoreInvite() {
}
bool APlayerCharacter::HasBeenRevived() const {
return false;
}
UCharacterUseComponent* APlayerCharacter::GetUseComponent() const {
return NULL;
}
UPlayerTPAnimInstance* APlayerCharacter::GetTPAnimInstance() const {
return NULL;
}
float APlayerCharacter::GetTimeSinceLastRevival() const {
return 0.0f;
}
ECharacterState APlayerCharacter::GetPreviousState() const {
return ECharacterState::Walking;
}
AFSDPlayerState* APlayerCharacter::GetPlayerState() const {
return NULL;
}
FString APlayerCharacter::GetPlayerName() const {
return TEXT("");
}
AFSDPlayerController* APlayerCharacter::GetPlayerController() const {
return NULL;
}
UInventoryList* APlayerCharacter::GetInventoryList() const {
return NULL;
}
FText APlayerCharacter::GetHeroSwitchToMessage() const {
return FText::GetEmpty();
}
FText APlayerCharacter::GetHeroName() const {
return FText::GetEmpty();
}
FHeroInfo APlayerCharacter::GetHeroInfo() const {
return FHeroInfo{};
}
UTexture2D* APlayerCharacter::GetHeroIcon() const {
return NULL;
}
FLinearColor APlayerCharacter::GetHeroColor() const {
return FLinearColor{};
}
UPlayerFPAnimInstance* APlayerCharacter::GetFPAnimInstance() const {
return NULL;
}
AItem* APlayerCharacter::GetEquippedItem() const {
return NULL;
}
float APlayerCharacter::GetDownTime() const {
return 0.0f;
}
APlayerCharacter* APlayerCharacter::GetDownCameraTarget() const {
return NULL;
}
ECharacterState APlayerCharacter::GetCurrentState() const {
return ECharacterState::Walking;
}
UCommunicationComponent* APlayerCharacter::GetCommunicationComponent() const {
return NULL;
}
float APlayerCharacter::GetClassXP() {
return 0.0f;
}
UCharacterVanityComponent* APlayerCharacter::GetCharacterVanity() const {
return NULL;
}
UCharacterStateComponent* APlayerCharacter::GetCharacterStateComponent(ECharacterState State) const {
return NULL;
}
float APlayerCharacter::GetBeginRevivedProgress() const {
return 0.0f;
}
FString APlayerCharacter::GetAnalyticsClass() const {
return TEXT("");
}
FRotator APlayerCharacter::GetAimRotation() const {
return FRotator{};
}
FVector APlayerCharacter::GetActorGroundLocation() const {
return FVector{};
}
TArray<AShieldGeneratorActor*> APlayerCharacter::GetActiveShieldGenerators() {
return TArray<AShieldGeneratorActor*>();
}
UPlayerAnimInstance* APlayerCharacter::GetActiveAnimInstance() const {
return NULL;
}
void APlayerCharacter::ForceIsPressingMovementInputKey() {
}
void APlayerCharacter::ExitVehicle() {
}
void APlayerCharacter::CycleItemUp() {
}
void APlayerCharacter::CycleItemReleased() {
}
void APlayerCharacter::CycleItemPressed() {
}
void APlayerCharacter::CycleItemDown() {
}
void APlayerCharacter::ConsumeCycleItemButton() {
}
void APlayerCharacter::Client_TargetDamaged_Implementation(UObject* Health, float Damage, float DamageModifier, bool IsWeakPoint, bool IsRadial) {
}
void APlayerCharacter::Client_OpenMinersManual_Implementation() {
}
void APlayerCharacter::Client_AddImpulse_Implementation(const FVector_NetQuantizeNormal& Direction, float force) {
}
void APlayerCharacter::Client_ActivateTemporaryBuff_Implementation(UTemporaryBuff* buff) {
}
void APlayerCharacter::CheckWithoutAPaddleAchievement_Implementation() {
}
void APlayerCharacter::ChangeState(ECharacterState NewState) {
}
void APlayerCharacter::ChangeIfDifferentState(ECharacterState NewState) {
}
bool APlayerCharacter::CanEscapeFromGrabber() const {
return false;
}
void APlayerCharacter::CallDonkeyReleased() {
}
void APlayerCharacter::CallDonkeyPressed() {
}
void APlayerCharacter::AnnounceSchematicCollected(USchematic* InSchematic) {
}
void APlayerCharacter::All_StartSalute_Implementation(UAnimMontage* saluteMontage) {
}
void APlayerCharacter::All_ShowImpactEffects_Implementation(UParticleSystem* Particles, FVector_NetQuantize Location, FVector_NetQuantizeNormal Orientation) const {
}
void APlayerCharacter::All_ShowFieldMedicInstantReviveEffects_Implementation() {
}
void APlayerCharacter::AddImpulseToActor(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse) {
}
void APlayerCharacter::AddImpulseFromVector(const FVector& Vector) {
}
void APlayerCharacter::AddImpulseFromDirectionAndForce(const FVector& Direction, float force) {
}
void APlayerCharacter::AcknowledgeCharacterState_Implementation(ECharacterState eState) {
}
void APlayerCharacter::AcceptInvite() {
}
void APlayerCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(APlayerCharacter, IsPressingMovementInputKey);
DOREPLIFETIME(APlayerCharacter, ActiveCharacterState);
DOREPLIFETIME(APlayerCharacter, IsRunning);
DOREPLIFETIME(APlayerCharacter, HeadLightOn);
DOREPLIFETIME(APlayerCharacter, IsUsing);
DOREPLIFETIME(APlayerCharacter, IsStandingDown);
DOREPLIFETIME(APlayerCharacter, IsDancing);
DOREPLIFETIME(APlayerCharacter, DanceMove);
DOREPLIFETIME(APlayerCharacter, PlayerIsLeavingInDroppod);
}
APlayerCharacter::APlayerCharacter() {
this->HeightenedSenseComponent = NULL;
this->JetBootsComponentSpawnable = NULL;
this->ZipLineStateComponent = NULL;
this->BoundPerkActivationW = NULL;
this->PerkActivationTimer = -1.00f;
this->GrabbedByClass = NULL;
this->bIsBeingBittenByCaveLeech = false;
this->WidgetInteraction = CreateDefaultSubobject<UWidgetInteractionComponent>(TEXT("WidgetInteraction"));
this->EquipLaserpointerHoldDuration = 0.33f;
this->IsPressingMovementInputKey = false;
this->characterID = NULL;
this->FPMesh = CreateDefaultSubobject<UFirstPersonSkeletalMeshComponent>(TEXT("FPMesh"));
this->FirstPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
this->FirstPersonRoot = CreateDefaultSubobject<USceneComponent>(TEXT("FPRoot"));
this->ActorTracking = CreateDefaultSubobject<UActorTrackingComponent>(TEXT("ActorTracking"));
this->IntoxicationComponent = NULL;
this->MissionStatsCollector = CreateDefaultSubobject<UMissionStatsCollector>(TEXT("MissionStatsCollector"));
this->ThirdPersonSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("ThirdPersonSpringArm"));
this->ThirdPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ThirdPersonCamera"));
this->ThirdPersonLight = CreateDefaultSubobject<UPointLightComponent>(TEXT("ThirdPersonLight"));
this->FollowSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("FollowSpringArm"));
this->FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
this->DownCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("DownCamera"));
this->CameraController = CreateDefaultSubobject<UCharacterCameraController>(TEXT("CameraController"));
this->HealthComponent = CreateDefaultSubobject<UPlayerHealthComponent>(TEXT("Health"));
this->SightComponent = CreateDefaultSubobject<UCharacterSightComponent>(TEXT("SightComponent"));
this->InventoryComponent = CreateDefaultSubobject<UInventoryComponent>(TEXT("Inventory"));
this->UseComponentNew = CreateDefaultSubobject<UCharacterUseComponent>(TEXT("UseComponentNew"));
this->UsableComponent = CreateDefaultSubobject<USingleUsableComponent>(TEXT("UsableComponent"));
this->OutlineComponent = CreateDefaultSubobject<UOutlineComponent>(TEXT("OutlineComponent"));
this->RecoilComponent = CreateDefaultSubobject<UCharacterRecoilComponent>(TEXT("RecoilComponent"));
this->StatusEffectsComponent = CreateDefaultSubobject<UStatusEffectsComponent>(TEXT("StatusEffects"));
this->PawnStatsComponent = CreateDefaultSubobject<UPawnStatsComponent>(TEXT("PawnStats"));
this->PawnAfflictionComponent = CreateDefaultSubobject<UPlayerAfflictionComponent>(TEXT("PawnAfflictions"));
this->PlayerInfoComponent = CreateDefaultSubobject<UPlayerInfoComponent>(TEXT("PlayerInfoComponent"));
this->AttackerPositioningComponent = CreateDefaultSubobject<UPlayerAttackPositionComponent>(TEXT("AttackerPositioning"));
this->CommunicationComponent = CreateDefaultSubobject<UCommunicationComponent>(TEXT("Communication"));
this->TemperatureComponent = CreateDefaultSubobject<UPlayerTemperatureComponent>(TEXT("TemperatureComponent"));
this->InfectionComponent = CreateDefaultSubobject<UPlayerInfectionComponent>(TEXT("InfectionComponent"));
this->ReactiveTerrainTracker = CreateDefaultSubobject<UPlayerReactiveTerrainTrackerComponent>(TEXT("TerrainTracker"));
this->TrackGrindUsableComponent = CreateDefaultSubobject<UInstantUsable>(TEXT("TrackGrindUsable"));
this->RunningSpeed = 0.00f;
this->RunBoost = 0.00f;
this->RunBoostChargeTime = 0.00f;
this->RunBoostActivationSound = NULL;
this->RunBoostParticles = NULL;
this->RunBoostAffliction = NULL;
this->HangingPhysicsAsset = NULL;
this->HangingSimulationBlend = 1.00f;
this->IsPlayableCharacter = true;
this->SprintSoundComponent = NULL;
this->SpringSound = NULL;
this->DownedCameraMinPitch = -75.00f;
this->DownedCameraMaxPitch = 0.00f;
this->TurnToFaceScannerAngularSpeed = 180.00f;
this->Turn180Time = 0.50f;
this->CarryingMovementSpeedPenalty = 0.50f;
this->CarryingMaxFallVelocity = 1200.00f;
this->MaxThrowProgress = 1.00f;
this->MaxThrowHoldDuration = 2.00f;
this->CarryingThrowMinForce = 100.00f;
this->CarryingThrowMaxForce = 600.00f;
this->PlayerVelocityToThrowFactor = 0.00f;
this->CarryingThrowingStatusEffect = NULL;
this->ThrowCarriableProgress = 0.00f;
this->ActiveCharacterState = NULL;
this->IsInDropPod = false;
this->IsInEscapePod = false;
this->ButtonMemoryDuration = 0.25f;
this->IsRunning = false;
this->CanDash = false;
this->DashInputWindow = 0.30f;
this->DashFowardMovementMinRequirement = 0.90f;
this->DashRightMovementMaxRequirement = 0.10f;
this->DashControllerMinValueRequired = 0.50f;
this->DashCooldown = 1.00f;
this->DashStatusEffect = NULL;
this->ForwardInput = 0.00f;
this->RightInput = 0.00f;
this->ControllerForwardInput = 0.00f;
this->ControllerRightInput = 0.00f;
this->StoppedRunningTime = -1.00f;
this->ShoutPressedTime = -1.00f;
this->bIsUsingItemPressed = false;
this->bIsUsingPressed = false;
this->UsingDelay = 0.00f;
this->HeadLightOn = true;
this->IsUsing = false;
this->JumpPressedTime = 0.00f;
this->CanMove = true;
this->CanAim = true;
this->CanUseItem = true;
this->CanChangeItems = true;
this->CanMine = true;
this->CanSalute = true;
this->IsStandingDown = false;
this->InDanceRange = false;
this->IsDancing = false;
this->DanceStartTime = 0.00f;
this->HappyFeetAchievement = NULL;
this->DanceMove = 0;
this->CameraMode = ECharacterCameraMode::FirstPerson;
this->IsInCharacterSelectionWorld = false;
this->bShouldSpawnAnimEffects = true;
this->IdleTime = 0.00f;
this->FPDrinkSalute = NULL;
this->TPDrinkSalute = NULL;
this->CurrentSaluteMontage = NULL;
this->BlockTrackGrindOnLanded = false;
this->RadarMaterialInstance = NULL;
this->RadarMaterialAngleParameterIndex = 0;
this->FallbackPhysicalMaterial = NULL;
this->ClientReady = false;
this->NextCharacterState = NULL;
this->PlayerIsLeavingInDroppod = false;
this->CanInstantRevive = false;
this->HasInitializedPerks = false;
this->CharacterVanity = CreateDefaultSubobject<UCharacterVanityComponent>(TEXT("CharacterVanity"));
}