#include "FortRangedWeaponStats.h" FFortRangedWeaponStats::FFortRangedWeaponStats() { this->Spread = 0.00f; this->SpreadDownsights = 0.00f; this->StandingStillSpreadMultiplier = 0.00f; this->AthenaCrouchingSpreadMultiplier = 0.00f; this->AthenaJumpingFallingSpreadMultiplier = 0.00f; this->AthenaSprintingSpreadMultiplier = 0.00f; this->MinSpeedForSpreadMultiplier = 0.00f; this->MaxSpeedForSpreadMultiplier = 0.00f; this->SpreadDownsightsAdditionalCooldownTime = 0.00f; this->HeatX1 = 0.00f; this->HeatY1 = 0.00f; this->HeatX2 = 0.00f; this->HeatY2 = 0.00f; this->HeatX3 = 0.00f; this->HeatY3 = 0.00f; this->HeatXScale = 0.00f; this->HeatYScale = 0.00f; this->CoolX1 = 0.00f; this->CoolY1 = 0.00f; this->CoolX2 = 0.00f; this->CoolY2 = 0.00f; this->CoolX3 = 0.00f; this->CoolY3 = 0.00f; this->CoolXScale = 0.00f; this->CoolYScale = 0.00f; this->PerfectAimCooldown = 0.00f; this->BulletsPerCartridge = 0; this->FiringRate = 0.00f; this->ROFScale = 0.00f; this->BurstFiringRate = 0.00f; this->FiringRateDownsightsMultiplier = 0.00f; this->AutofireAcquisitionDelay = 0.00f; this->AutofireCooldown = 0.00f; this->RecoilVert = 0.00f; this->RecoilVertScale = 0.00f; this->RecoilVertScaleGamepad = 0.00f; this->VertRecoilDownChance = 0.00f; this->RecoilHoriz = 0.00f; this->RecoilHorizScale = 0.00f; this->RecoilHorizScaleGamepad = 0.00f; this->RecoilInterpSpeed = 0.00f; this->RecoilRecoveryInterpSpeed = 0.00f; this->RecoilRecoveryDelay = 0.00f; this->RecoilRecoveryFraction = 0.00f; this->RecoilDownsightsMultiplier = 0.00f; this->AthenaRecoilMagnitudeMin = 0.00f; this->AthenaRecoilMagnitudeMax = 0.00f; this->AthenaRecoilMagnitudeScale = 0.00f; this->AthenaRecoilAngleMin = 0.00f; this->AthenaRecoilAngleMax = 0.00f; this->AthenaRecoilRollMagnitudeMin = 0.00f; this->AthenaRecoilRollMagnitudeMax = 0.00f; this->AthenaRecoilInterpSpeed = 0.00f; this->AthenaRecoilRecoveryInterpSpeed = 0.00f; this->AthenaRecoilDownsightsMultiplier = 0.00f; this->AthenaRecoilHipFireMultiplier = 0.00f; this->AthenaAimAssistRange = 0.00f; this->ADSTransitionInTime = 0.00f; this->ADSTransitionOutTime = 0.00f; this->MaxSpareAmmo = 0; this->BulletsPerTracer = 0; this->AIDelayBeforeFiringMin = 0.00f; this->AIDelayBeforeFiringMax = 0.00f; this->AIFireDurationMin = 0.00f; this->AIFireDurationMax = 0.00f; this->AIMinSpreadDuration = 0.00f; this->AIMaxSpreadDuration = 0.00f; this->AIDurationSpreadMultiplier = 0.00f; this->AIAdditionalSpreadForTargetMovingLaterally = 0.00f; this->AIAthenaHearFiringNoiseRange = 0.00f; this->EQSDensity = 0.00f; this->MinApproachRange = 0.00f; this->MinActualRange = 0.00f; this->MinPreferredRange = 0.00f; this->MinPreferredRangeEQS = 0.00f; this->MaxPreferredRangeEQS = 0.00f; this->MaxPreferredRange = 0.00f; this->MaxActualRange = 0.00f; this->MaxApproachRange = 0.00f; this->SweepRadius = 0.00f; this->AutoReloadDelayOverride = 0.00f; this->OverheatingMaxValue = 0.00f; this->OverheatHeatingValue = 0.00f; this->OverheatingCoolingValue = 0.00f; this->HeatingCooldownDelay = 0.00f; this->OverheatedCooldownDelay = 0.00f; this->FortHomingTurnSpeedMin = 0.00f; this->FortHomingTurnSpeedMax = 0.00f; this->FortHomingTimeUntilMaxTurnSpeed = 0.00f; }