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

50 lines
1.7 KiB
C++
Executable file

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