#include "FortProjectileBase.h" #include "Components/CapsuleComponent.h" #include "FortProjectileMovementComponent.h" #include "Net/UnrealNetwork.h" void AFortProjectileBase::SetGravityScale(float InitialGravityScale) { } void AFortProjectileBase::ResumeSimulation() { } void AFortProjectileBase::OnStopCallback(const FHitResult& Hit) { } void AFortProjectileBase::OnRep_SimulationStoppingHit() { } void AFortProjectileBase::OnRep_ResumeSimulationCount() { } void AFortProjectileBase::OnRep_ReplicatedMaxSpeed() { } void AFortProjectileBase::OnRep_GravityScale() { } void AFortProjectileBase::OnRep_CurrentSkyTube() { } void AFortProjectileBase::OnBounceCallback(const FHitResult& Hit, const FVector& ImpactVelocity) { } AFortSkyTube* AFortProjectileBase::GetSkyTube() const { return NULL; } AFortPlayerController* AFortProjectileBase::GetOwnerPlayerController() { return NULL; } float AFortProjectileBase::GetGravityScale() const { return 0.0f; } float AFortProjectileBase::GetDefaultSpeed(float InChargePercent) const { return 0.0f; } void AFortProjectileBase::ExitSkyTube(AFortSkyTube* SkyTube, bool& bIsLastTube) { } void AFortProjectileBase::EnterSkyTube(AFortSkyTube* SkyTube, bool& bIsFirstTube) { } void AFortProjectileBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortProjectileBase, ReplicatedMaxSpeed); DOREPLIFETIME(AFortProjectileBase, GravityScale); DOREPLIFETIME(AFortProjectileBase, ChargePercent); DOREPLIFETIME(AFortProjectileBase, SimulationStoppingHit); DOREPLIFETIME(AFortProjectileBase, ResumeSimulationCount); DOREPLIFETIME(AFortProjectileBase, CurrentSkyTube); } AFortProjectileBase::AFortProjectileBase() { this->ReplicatedMaxSpeed = 0.00f; this->GravityScale = 1.00f; this->ChargePercent = 0.00f; this->MomentumTransfer = 0.00f; this->bAddOwnerVelocity = true; this->bSpawnPointCanBeUsedByOtherPlayers = false; this->PlayerSpawnOffset = 0.00f; this->bCanBePickedUpWhenStopped = false; this->CapsuleComponent = CreateDefaultSubobject(TEXT("CollisionCapsule0")); this->ProjectileMovementComponent = CreateDefaultSubobject(TEXT("ProjectileComp0")); this->bDummyProjectile = false; this->bStopSimulatingOnHit = true; this->bDisableCollisionOnStop = false; this->bStoppedSimulatingDueToHit = false; this->bReplicateStopSimulationLocation = false; this->bClientInterpMovement = true; this->bClientInterpRotation = false; this->bAutoSelectAttachedForInterp = true; this->bFiredWhileTargeting = false; this->ResumeSimulationCount = 0; this->WeaponResponseType = EFortBaseWeaponDamage::Environmental; this->CachedPassByPawn = NULL; this->SkyTubeForceMultiplier = 1.00f; this->CurrentSkyTube = NULL; this->BulletWhipTrackerComponentClass = NULL; this->bResetOverlapRestrictionsOnBounce = false; this->BulletWhipTrackerComponent = NULL; }