mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
164 lines
4.1 KiB
C++
164 lines
4.1 KiB
C++
#include "BuildingTrap.h"
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#include "Components/SceneComponent.h"
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#include "Net/UnrealNetwork.h"
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bool ABuildingTrap::UseAttachedToWhenTargeted() {
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return false;
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}
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bool ABuildingTrap::TriggerIfAppropriate() {
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return false;
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}
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void ABuildingTrap::SpawnedFromItemDefinition(const UFortTrapItemDefinition* ItemDef, int32 InTrapLevel) {
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}
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void ABuildingTrap::SetTeamForMinigameStart() {
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}
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void ABuildingTrap::SetAttachedTo(ABuildingSMActor* ActorAttachedTo) {
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}
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void ABuildingTrap::ResetTeamOnMinigameEnd() {
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}
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void ABuildingTrap::OnTriggerTouch(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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void ABuildingTrap::OnTriggerEndTouch(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
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}
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void ABuildingTrap::OnRep_ReplicatedAppliedAlterations() {
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}
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void ABuildingTrap::OnRep_AttachedTo() {
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}
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void ABuildingTrap::OnBlockingBuildingDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
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}
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bool ABuildingTrap::HasDurability() const {
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return false;
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}
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int32 ABuildingTrap::GetTrapRating() const {
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return 0;
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}
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int32 ABuildingTrap::GetTrapLevel() const {
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return 0;
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}
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TArray<AActor*> ABuildingTrap::GetTouchingDamageTargets(const FFortTargetFilter& Filter) const {
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return TArray<AActor*>();
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}
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float ABuildingTrap::GetReloadTime() {
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return 0.0f;
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}
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FGameplayTag ABuildingTrap::GetReloadBeginGameplayCueTag() const {
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return FGameplayTag{};
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}
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float ABuildingTrap::GetMaxDurability() const {
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return 0.0f;
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}
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float ABuildingTrap::GetFireDelay() const {
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return 0.0f;
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}
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float ABuildingTrap::GetDurabilityPercent() const {
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return 0.0f;
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}
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FGameplayTag ABuildingTrap::GetDelayBeginGameplayCueTag() const {
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return FGameplayTag{};
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}
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float ABuildingTrap::GetDamageDelay() const {
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return 0.0f;
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}
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FVector ABuildingTrap::GetCenter() {
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return FVector{};
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}
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ABuildingSMActor* ABuildingTrap::GetBuildingAttachedTo() const {
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return NULL;
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}
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float ABuildingTrap::GetArmTime() {
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return 0.0f;
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}
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TArray<UFortAlterationItemDefinition*> ABuildingTrap::GetAlterations() const {
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return TArray<UFortAlterationItemDefinition*>();
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}
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FGameplayTag ABuildingTrap::GetActivateTrapGameplayCueTag() const {
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return FGameplayTag{};
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}
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void ABuildingTrap::GameplayCue_Abilities_Activation_Traps(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void ABuildingTrap::FinishTrigger() {
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}
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bool ABuildingTrap::BP_ShouldTrigger_Implementation(const TArray<AActor*>& TouchingActors) const {
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return false;
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}
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void ABuildingTrap::AttemptRetrigger(float Seconds) {
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}
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void ABuildingTrap::AddTriggerComponent(UPrimitiveComponent* TriggerComponent) {
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}
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void ABuildingTrap::AddDamageComponent(UPrimitiveComponent* DamageComponent) {
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}
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void ABuildingTrap::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingTrap, TrapData);
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DOREPLIFETIME(ABuildingTrap, AppliedAlterations);
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DOREPLIFETIME(ABuildingTrap, AttachedTo);
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DOREPLIFETIME(ABuildingTrap, TrapLevel);
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}
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ABuildingTrap::ABuildingTrap() {
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this->TraceLocation = CreateDefaultSubobject<USceneComponent>(TEXT("Trace Location"));
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this->PlacementSkeletalMesh = NULL;
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this->TrapRangeMesh = NULL;
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this->TrapPreviewMesh = NULL;
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this->TrapData = NULL;
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this->bShouldAffectAllPawnsInMinigames = true;
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this->bTriggerAbilityOnEndoverlap = false;
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this->AbilitySet = NULL;
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this->DamageAttributeSet = NULL;
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this->AttachedTo = NULL;
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this->bTargetWithAttachedTo = true;
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this->LastAttachedTo = NULL;
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this->DelayBeforeDestroyAfterDurabilityExpired = 1.50f;
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this->SavedDurabilityPct = 1.00f;
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this->ObstructedTargetRecheckInterval = -1.00f;
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this->ShouldTriggerTraceOffsets.AddDefaulted(1);
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this->bIgnoreBuildingObstructions = false;
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this->TrapLevel = 0;
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}
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