#include "PhysicsObject.h" #include "Components/StaticMeshComponent.h" #include "FortDamageSet.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void APhysicsObject::WakeUpOnGroundDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } void APhysicsObject::WakeUp() { } void APhysicsObject::UpdateClientWithPhysicsObjectTestInput_Implementation(FVector LinearVelocity, FVector AngularVelocity) { } void APhysicsObject::TurnOffClientPrediction() { } APhysicsObject* APhysicsObject::SpawnPhysicsObject(const UObject* WorldContextObject, TSubclassOf ActorClass, const FTransform& Transform, const FPhysicsObjectInitialParameters& NewInitialParameters) { return NULL; } void APhysicsObject::SetPropDestructionParams(TArray> InBuildingPropClassesPhysicsObjectCanDestroy, TArray InWallsPhysicsObjectCanDestroy) { } void APhysicsObject::SetImpulseResponseZBias(const float ZBias) { } void APhysicsObject::SetImpulseResponseMultiplier(const float Multiplier) { } void APhysicsObject::SetHealthPercent(float Percent) { } void APhysicsObject::SetDyingPhysics() { } void APhysicsObject::SendClientStateToServer_Helper() { } void APhysicsObject::OnRep_SurfaceTypePhysicsObjectOn(TEnumAsByte PreviousSurfaceOn) { } void APhysicsObject::OnRep_PendingDeath() { } void APhysicsObject::OnRep_LastServerConfirmedHit() { } void APhysicsObject::OnRep_InitialParameters() { } void APhysicsObject::OnRep_HealthSet() { } void APhysicsObject::OnRep_CurrentServerPhysicsState() { } void APhysicsObject::OnRep_CorrectTargetOrientation() { } void APhysicsObject::OnRep_AbilitySystemComponent() { } void APhysicsObject::OnPxComponentWake(UPrimitiveComponent* WakingComponent, FName BoneName) { } float APhysicsObject::ModifyIncomingDamage(float Damage, const FGameplayTagContainer& InTags, const FGameplayEffectContextHandle& EffectContext, AController* EventInstigator, AActor* DamageCauser) { return 0.0f; } bool APhysicsObject::IsScrapingSidesOrTop() const { return false; } bool APhysicsObject::IsInWater() const { return false; } bool APhysicsObject::IsInAir() const { return false; } bool APhysicsObject::IsCorrectingOrientation() const { return false; } bool APhysicsObject::IsAsleep() const { return false; } bool APhysicsObject::HasPermissionToAlterBuildings() const { return false; } FVector APhysicsObject::GetPreviousLinearVelocity() const { return FVector{}; } FVector APhysicsObject::GetPreviousLinearAcceleration() const { return FVector{}; } float APhysicsObject::GetPreviousForwardSpeedKmh() const { return 0.0f; } FVector APhysicsObject::GetPhysicsObjectVelocity() const { return FVector{}; } float APhysicsObject::GetMaxHealth() const { return 0.0f; } float APhysicsObject::GetHealth() const { return 0.0f; } float APhysicsObject::GetForwardSpeedKmh() const { return 0.0f; } FString APhysicsObject::GetDisplayName() const { return TEXT(""); } void APhysicsObject::GameplayCue_Damage(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void APhysicsObject::DrawServerAndClientBallPosition_Implementation(const FVector ServerPosition) { } void APhysicsObject::DestroyPhysicsObject() { } void APhysicsObject::DebugDrawImpactBucket_Implementation(FVector Location, FVector ImpactVector, FColor Color) { } bool APhysicsObject::CanTeleport() const { return false; } bool APhysicsObject::CanCorrectOrientation(AFortPawn* FP) const { return false; } void APhysicsObject::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(APhysicsObject, CorrectTargetOrientation); DOREPLIFETIME(APhysicsObject, AbilitySystemComponent); DOREPLIFETIME(APhysicsObject, HealthSet); DOREPLIFETIME(APhysicsObject, bPendingDeath); DOREPLIFETIME(APhysicsObject, SurfaceTypePhysicsObjectOn); DOREPLIFETIME(APhysicsObject, CurrentServerPhysicsState); DOREPLIFETIME(APhysicsObject, LastServerConfirmedHit); DOREPLIFETIME(APhysicsObject, InitialParameters); } APhysicsObject::APhysicsObject() { this->PhysicsMeshComponent = CreateDefaultSubobject(TEXT("PhysicsMeshComponent")); this->VisibleMeshComponent = CreateDefaultSubobject(TEXT("VisibleMeshComponent")); this->PrimarySurfaceType = SurfaceType_Default; this->WeaponResponseType = EFortBaseWeaponDamage::Combat; this->bShowDamageNumbers = true; this->bPlayDamageAudio = false; this->ImpulseResponseMultiplier = 1.00f; this->ImpulseResponseZBias = 0.10f; this->CachedSpeed = 0.00f; this->DefaultHitNotifyAudioBank = NULL; this->LifespanAfterDeath = 0.50f; this->bPlayedDying = false; this->LastDamagedTime = 0.00f; this->PlayerCollisionGameplayEffect = NULL; this->AbilitySystemComponent = NULL; this->HealthSet = NULL; this->ImpulseResponseSet = NULL; this->DamageSet = CreateDefaultSubobject(TEXT("DamageSet")); this->HealthBarIndicator = NULL; this->bPendingDeath = false; this->SurfaceTypePhysicsObjectOn = SurfaceType_Default; this->StartupAbilitySet = NULL; }