50 lines
1.7 KiB
C++
Executable file
50 lines
1.7 KiB
C++
Executable file
#include "Projectile.h"
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#include "FSDProjectileMovementComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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AProjectileBase* AProjectile::SpawnProjectileFromSelf(UObject* WorldContextObject, TSubclassOf<AProjectileBase> ProjectileClass, FVector Origin, FRotator velocityDirection) {
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return NULL;
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}
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AProjectileBase* AProjectile::SpawnProjectile(UObject* WorldContextObject, TSubclassOf<AProjectileBase> ProjectileClass, APawn* projectileOwner, FVector Origin, FRotator velocityDirection) {
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return NULL;
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}
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AProjectileBase* AProjectile::SpawnBallisticProjectile(UObject* WorldContextObject, TSubclassOf<AProjectile> ProjectileClass, APawn* projectileOwner, FVector Origin, FVector Velocity) {
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return NULL;
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}
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void AProjectile::SetHomingTargetComponent(USceneComponent* HomingTargetComponent, float Delay) {
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}
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void AProjectile::Server_DisableHoming_Implementation() {
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}
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void AProjectile::OnRep_State(const FProjectileState& oldState) {
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}
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void AProjectile::OnPenetration(const FHitResult& HitResult) {
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}
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void AProjectile::OnImpact(const FHitResult& HitResult) {
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}
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void AProjectile::OnBounce(const FHitResult& ImpactResult, const FVector& ImpactVelocity) {
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}
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UFSDPhysicalMaterial* AProjectile::FindBoneIndexFromArmor(const FHitResult& HitResult, int32& outBoneIndex) const {
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return NULL;
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}
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void AProjectile::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AProjectile, State);
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}
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AProjectile::AProjectile() {
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this->UseArmorDamageBoneCheck = false;
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this->MovementComponent = CreateDefaultSubobject<UFSDProjectileMovementComponent>(TEXT("ProjectileComponent"));
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}
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