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

91 lines
2.2 KiB
C++
Executable file

#include "SentryGun.h"
#include "Components/SkeletalMeshComponent.h"
#include "Net/UnrealNetwork.h"
void ASentryGun::UseAmmo(int32 Amount) {
}
void ASentryGun::OnRep_MaxAmmoCount(int32 OldCount) {
}
void ASentryGun::OnRep_LastTarget() {
}
void ASentryGun::OnRep_AmmoCount(int32 OldCount) {
}
void ASentryGun::OnProjectileFired(const FVector& Location) {
}
void ASentryGun::OnNewTargetRequested(const FLaserPointerTarget& HitInfo) {
}
FTransform ASentryGun::GetMuzzleTransform() const {
return FTransform{};
}
FName ASentryGun::GetMuzzleName() const {
return NAME_None;
}
int32 ASentryGun::GetMaxAmmoCount() const {
return 0;
}
float ASentryGun::GetDeployProgress_Implementation() const {
return 0.0f;
}
float ASentryGun::GetAmmoLeftPct() const {
return 0.0f;
}
int32 ASentryGun::GetAmmoLeft() const {
return 0;
}
void ASentryGun::Force_Fire_Implementation(AActor* Target) {
}
void ASentryGun::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ASentryGun, Enabled);
DOREPLIFETIME(ASentryGun, AmmoCount);
DOREPLIFETIME(ASentryGun, MaxAmmoCount);
DOREPLIFETIME(ASentryGun, TargetYaw);
DOREPLIFETIME(ASentryGun, TargetPitch);
DOREPLIFETIME(ASentryGun, LastTarget);
DOREPLIFETIME(ASentryGun, PrioritizedTarget);
}
ASentryGun::ASentryGun() {
this->SentryGunMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SentryGunMesh"));
this->ProjectileClass = NULL;
this->ShootingSound = NULL;
this->MuzzleFlash = NULL;
this->Tracer = NULL;
this->MinTracerDistance = 100.00f;
this->AngleRestriction = 0.00f;
this->Enabled = true;
this->AquisitionRange = 5000.00f;
this->RotationSpeed = 3.00f;
this->ShotCoolDown = 0.20f;
this->TargetLeading = 0.00f;
this->BurstCount = 0;
this->BurstShotCoolDown = 1.00f;
this->IdleScanAngle = 120.00f;
this->IdleScanSpeed = 1.00f;
this->FinalShotFadeOut = 0.50f;
this->AudioOnTurn = NULL;
this->AmmoCount = 100;
this->MaxAmmoCount = 100;
this->Damage = 10.00f;
this->TargetYaw = 0.00f;
this->TargetPitch = 0.00f;
this->WeaponFire = NULL;
this->ShootingAudioComponent = NULL;
}