DRG-Femboy-Voice/Source/FSD/Public/LMGGuntoweModule.h
2025-04-15 12:39:31 -07:00

73 lines
2.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "HostileTargetingGuntowerModule.h"
#include "LMGGuntoweModule.generated.h"
class UAudioComponent;
class UDamageComponent;
class UHitscanComponent;
class UParticleSystem;
class USceneComponent;
class USoundCue;
UCLASS(Blueprintable)
class ALMGGuntoweModule : public AHostileTargetingGuntowerModule {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UHitscanComponent* HitScanComp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UDamageComponent* DamageComp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* AimAtWhenNoTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UAudioComponent* FireAudio;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* TracerEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* MuzzleEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* ShootTailSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 BurstSize;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxAimOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float IdleAimRotationSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TimeBetweenShots;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TimeBetweenBursts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AimSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsFiresoundPlaying, meta=(AllowPrivateAccess=true))
bool IsFiresoundPlaying;
public:
ALMGGuntoweModule();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void ShowShot(const FVector& Location);
UFUNCTION(BlueprintCallable)
void OnRep_IsFiresoundPlaying();
};