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

100 lines
2.9 KiB
C++
Executable file

#include "WoodLouse.h"
#include "Perception/PawnSensingComponent.h"
#include "Components/SceneComponent.h"
#include "Net/UnrealNetwork.h"
void AWoodLouse::StopSpecial() {
}
void AWoodLouse::StartSpecial() {
}
void AWoodLouse::SetWantsToStandUp(bool aWantsToStandUp) {
}
void AWoodLouse::SetState(EWoodLouseState aState) {
}
void AWoodLouse::SetRotateToTarget(bool aRotateToTarget) {
}
void AWoodLouse::SeePawn(APawn* aSenPawn) {
}
void AWoodLouse::OnRep_State() {
}
void AWoodLouse::OnRep_LastHit() {
}
EWoodLouseState AWoodLouse::GetRollerState() const {
return EWoodLouseState::Unfolded;
}
void AWoodLouse::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AWoodLouse, LastHit);
DOREPLIFETIME(AWoodLouse, CurrentState);
DOREPLIFETIME(AWoodLouse, CurrentTarget);
DOREPLIFETIME(AWoodLouse, RotateTowardsTarget);
DOREPLIFETIME(AWoodLouse, WantsToStandUp);
DOREPLIFETIME(AWoodLouse, IsShooting);
}
AWoodLouse::AWoodLouse() {
this->RollingCenter = CreateDefaultSubobject<USceneComponent>(TEXT("RollingCenter"));
this->PawnSensing = CreateDefaultSubobject<UPawnSensingComponent>(TEXT("Sensing"));
this->forceState = EWoodLouseState::Size;
this->RollingCenterOffsetOnStanding = 60.00f;
this->RollingCenterOffsetOnFold = 80.00f;
this->ChanceToWalk = 0.60f;
this->DebugAngle = false;
this->FakeMoverSettings = NULL;
this->BurstProjectileClass = NULL;
this->BurstTime = 0.25f;
this->TiltModifier = 1.00f;
this->BurstXOffset = 0.00f;
this->BurstYOffset = 0.00f;
this->BurstZOffset = 0.00f;
this->HighDifficultyCustomProjectileGravity = 1.00f;
this->BurstCount = 3;
this->InvounerableOnRoll = true;
this->LockToRollMode = false;
this->LockToWalkMode = false;
this->ForgetRange = 300.00f;
this->ForgetTime = 0.70f;
this->RefreshTimeMax = 0.00f;
this->RefreshTimeMin = 0.00f;
this->BumpPower = 0.00f;
this->DirectionalBumpPower = 0.00f;
this->CurrentState = EWoodLouseState::Folded;
this->CurrentTarget = NULL;
this->FoldedStateMaxTime = 0.00f;
this->FoldedStateMinTime = 0.00f;
this->UnfoldedStateMaxTime = 0.00f;
this->UnflodedStateMinTime = 0.00f;
this->BumpSound = NULL;
this->TimeBetweenBumpingSamePlayer = 0.00f;
this->MinBumpDamage = 10.00f;
this->MaxBumpDamage = 25.00f;
this->BumpDamage = 0.00f;
this->BumpDamageType = NULL;
this->MaxBumpPower = 0.00f;
this->BumpRange = 0.00f;
this->AcceptableAngles = 30.00f;
this->RollSpeedModifier = 1.15f;
this->RollAlpha = 1.00f;
this->TiltAlpha = 1.00f;
this->RollingSound = NULL;
this->RollMoveSettings = NULL;
this->StopRollMoveSettings = NULL;
this->RotateTowardsTarget = false;
this->SeeTargetSafetyTime = 20.00f;
this->WantsToStandUp = false;
this->IsShooting = false;
this->CanStandOnAnySurface = false;
}