#include "FortVehicleAimingWeaponComp.h" #include "Net/UnrealNetwork.h" void UFortVehicleAimingWeaponComp::OnRep_TargetLocalAimOrientationRepped() { } void UFortVehicleAimingWeaponComp::OnRep_TargetLocalAimOrientationCorrectedRepped() { } void UFortVehicleAimingWeaponComp::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFortVehicleAimingWeaponComp, TargetLocalAimOrientationRepped); DOREPLIFETIME(UFortVehicleAimingWeaponComp, TargetLocalAimOrientationCorrectedRepped); } UFortVehicleAimingWeaponComp::UFortVehicleAimingWeaponComp() { this->bShouldResetCameraHorizontallyToBarrelWhenEntered = false; this->bShouldResetCameraVerticallyToBarrelWhenEntered = true; this->StartCameraResetToBarrelTime = 0.00f; this->bAllowCameraLocalVerticalRotationOnly = false; this->AimBlendInSpeed = 3.00f; this->AimBlendOutSpeed = 3.00f; this->bSetDesiredPitchWhenUnmanned = false; this->bSetDesiredYawWhenUnmanned = false; this->bUseGlobalOnlyAiming = false; this->RotCyclesPerFullTurnHoriz = 3.00f; this->RotCyclesPerFullTurnVert = 3.00f; this->bCorrectAimFromCameraToMuzzle = false; this->YawDiffRemaining = 0.00f; this->PitchDiffRemaining = 0.00f; this->bInterpolateAimToDesired = true; this->LastTickTime = 0.00f; this->TickCount = 0; this->CameraAimBlendFactor = 0.00f; this->UnmannedDesiredPitch = -70.00f; this->UnmannedDesiredYaw = 0.00f; this->HorizAimRotDelta = 0.00f; this->VertAimRotDelta = 0.00f; this->AimSourceType = EFortAbilityTargetingSource::Camera; this->bPlayerEnteredThisFrame = false; this->MaxYawPerSecondThreshold = 800.00f; this->MaxPitchPerSecondThreshold = 800.00f; this->PitchConstraintAngleOffset = -25.00f; this->AimInterpSpeed = 19.00f; this->InitialCameraInterpSpeed = 7.00f; this->InitialCameraLerpTime = 0.50f; }