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

49 lines
1.3 KiB
C++
Executable file

#include "TerminatorTentacle.h"
#include "GrabberComponent.h"
#include "Net/UnrealNetwork.h"
void ATerminatorTentacle::PlayHitReaction(float Amount) {
}
void ATerminatorTentacle::OnRep_TentacleState() {
}
void ATerminatorTentacle::OnRep_DesiredTarget() {
}
void ATerminatorTentacle::OnGrabbedActorReleased(AActor* Actor, bool fullGrabElapsed) {
}
void ATerminatorTentacle::OnDeathEvent(UHealthComponentBase* EnemyHealth) {
}
void ATerminatorTentacle::MoveToGrabTarget(AActor* Target, float grabDuration) {
}
void ATerminatorTentacle::ChangeTentacleState(ETerminatorTentacleState NewState) {
}
void ATerminatorTentacle::All_PlayFlairAnimation_Implementation() {
}
void ATerminatorTentacle::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ATerminatorTentacle, TentacleState);
DOREPLIFETIME(ATerminatorTentacle, DesiredTarget);
}
ATerminatorTentacle::ATerminatorTentacle() {
this->FlairAnimation = NULL;
this->MinFlairAnimCooldown = 1.00f;
this->MaxFlairAnimationCooldown = 2.00f;
this->SwaySpeed = 50.00f;
this->Extended = false;
this->TentacleState = ETerminatorTentacleState::Idle;
this->HeadMesh = NULL;
this->GrabberComponent = CreateDefaultSubobject<UGrabberComponent>(TEXT("Grabber"));
}