Files
2026-04-22 15:51:07 +02:00

101 lines
3.0 KiB
C++

#include "BuildingTrapFloor_Turret.h"
#include "FortMinigameLogicComponent.h"
#include "Net/UnrealNetwork.h"
void ABuildingTrapFloor_Turret::UnbindTimers() {
}
void ABuildingTrapFloor_Turret::SetTarget(AFortPawn* NewTarget) {
}
void ABuildingTrapFloor_Turret::RotateTurretServer() {
}
void ABuildingTrapFloor_Turret::RotateTurretClient() {
}
void ABuildingTrapFloor_Turret::PerformGunRotation(const AFortPawn* TargetActor, const FVector& AimLocation, const FRotator& CurrentRotation, USceneComponent* RotateComponent) {
}
void ABuildingTrapFloor_Turret::OnRep_CurrentlyActive() {
}
void ABuildingTrapFloor_Turret::OnLeaveTurretRange(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
}
void ABuildingTrapFloor_Turret::OnEnterTurretRange(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
}
void ABuildingTrapFloor_Turret::MinigameStarted() {
}
void ABuildingTrapFloor_Turret::MinigameEnded() {
}
AFortPawn* ABuildingTrapFloor_Turret::GetTarget() {
return NULL;
}
AFortPlayerPawn* ABuildingTrapFloor_Turret::GetClosestTarget() {
return NULL;
}
void ABuildingTrapFloor_Turret::FireTurret() {
}
void ABuildingTrapFloor_Turret::FinishReload() {
}
void ABuildingTrapFloor_Turret::DeactivateTurret() {
}
void ABuildingTrapFloor_Turret::ConsumeAmmo() {
}
void ABuildingTrapFloor_Turret::BindTimers() {
}
void ABuildingTrapFloor_Turret::AddOverlapComponent(UPrimitiveComponent* OverlapComponent) {
}
void ABuildingTrapFloor_Turret::ActivateTurret() {
}
void ABuildingTrapFloor_Turret::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingTrapFloor_Turret, Target);
DOREPLIFETIME(ABuildingTrapFloor_Turret, CurrentRotationalSpeed);
DOREPLIFETIME(ABuildingTrapFloor_Turret, bCurrentlyActive);
DOREPLIFETIME(ABuildingTrapFloor_Turret, ShootLocation);
DOREPLIFETIME(ABuildingTrapFloor_Turret, bIsSearching);
}
ABuildingTrapFloor_Turret::ABuildingTrapFloor_Turret() {
this->MinigameLogic = CreateDefaultSubobject<UFortMinigameLogicComponent>(TEXT("MinigameComponent"));
this->RotateComp = NULL;
this->FiringPoint = NULL;
this->OverlapCollisionComponent = NULL;
this->RotateInterval = 0.00f;
this->BlockingActor = NULL;
this->Target = NULL;
this->MinRotationSpeed = 1.00f;
this->MaxRotationSpeed = 10.00f;
this->CurrentRotationalSpeed = 0.00f;
this->UpdateIntervalTime = 0.50f;
this->CachedUpdateTime = 0.00f;
this->IncreaseIntervalRotationSpeed = 0.50f;
this->DecreaseIntervalRotationSpeed = 0.50f;
this->bCurrentlyActive = false;
this->bInSlowdownMode = false;
this->bUseOwnerTeam = false;
this->bCanTakeDamage = false;
this->LifeTime = 0.00f;
this->FireRate = 0.50f;
this->ReloadTime = 0.00f;
this->CurrentAmmoCount = 0;
this->MaxAmmo = 0;
this->bIsSearching = false;
}