76 lines
2.6 KiB
C++
Executable file
76 lines
2.6 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "BeltDrivenWeapon.h"
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#include "GatlingGun.generated.h"
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class AActor;
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class UDamageComponent;
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class UFSDPhysicalMaterial;
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class UFXSystemAsset;
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UCLASS(Blueprintable)
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class AGatlingGun : public ABeltDrivenWeapon {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool BarrelProximityDamageEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BarrelProximityDamageDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BarrelProximityDamageRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BarrelProximityDamageLength;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeBetweenProximityDamageTicks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DamageMultiplierAtMaxStabilization;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFXSystemAsset* HotShellsTracerParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HeatRemovedOnKill;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool CriticalOverheatEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_HotShellsTracerOn, meta=(AllowPrivateAccess=true))
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bool HotShellsOn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HotShellsTemperatureRequired;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDamageComponent* DamageComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDamageComponent* BarrelProximityDamageComponent;
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public:
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AGatlingGun();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_SetHotShellsOn(bool hotShellsIsOn);
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UFUNCTION(BlueprintCallable)
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void OnRep_HotShellsTracerOn();
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UFUNCTION(BlueprintCallable)
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void OnGatlingTemperatureChanged(float Temperature, bool isOverheated);
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UFUNCTION(BlueprintCallable)
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void OnEnemyKilled(AActor* Target, UFSDPhysicalMaterial* PhysMat, bool wasDirectHit);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void Client_RemoveHeat();
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};
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