#include "FortPlayerParachute.h" #include "SkeletalMeshComponentBudgeted.h" #include "Particles/ParticleSystemComponent.h" #include "Net/UnrealNetwork.h" void AFortPlayerParachute::SetChuteMeshVisibility(bool bParachuteVisiblity) { } void AFortPlayerParachute::OnRep_PlayerPawn() { } void AFortPlayerParachute::OnRep_ParachuteItemDef() { } void AFortPlayerParachute::OnParachuteTrailUpdated_Implementation(float MovementLengthSquared, float ForwardDot, float RightDot, float RotationalMovementAcceleration) { } bool AFortPlayerParachute::IsGliderFullyDeployedAccordingToAnim() const { return false; } void AFortPlayerParachute::InitalizeFromItemDef(const UAthenaGliderItemDefinition* InParachuteItemDef, bool bSynchronousLoad) { } USkeletalMeshComponent* AFortPlayerParachute::GetParachuteRootMesh() const { return NULL; } AFortPlayerPawn* AFortPlayerParachute::GetFortPlayerPawn() const { return NULL; } void AFortPlayerParachute::DisableTrailParticles() { } void AFortPlayerParachute::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortPlayerParachute, PlayerPawn); DOREPLIFETIME(AFortPlayerParachute, ParachuteItemDef); } AFortPlayerParachute::AFortPlayerParachute() { this->CurrentGliderOpenSound = NULL; this->CurrentGliderCloseSound = NULL; this->PlayerPawn = NULL; this->ParachuteItemDef = NULL; this->ParachuteHiddenAnimFinishTime = 1.20f; this->bGliderFullyDeployed = false; this->bChuteOpened = false; this->bIsFrontEndPreview = false; this->bParachuteVisible = false; this->bActivateTrailOnRationalMovement = true; this->ParachuteTrailParameterName = TEXT("Moving"); this->IsCosmeticPreview = false; this->ParachuteMesh = CreateDefaultSubobject(TEXT("ParachuteMesh0")); this->TrailParticles = CreateDefaultSubobject(TEXT("ParachuteTrails0")); }