mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 11:53:38 +00:00
101 lines
3.0 KiB
C++
101 lines
3.0 KiB
C++
#include "BuildingTrapFloor_Turret.h"
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#include "FortMinigameLogicComponent.h"
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#include "Net/UnrealNetwork.h"
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void ABuildingTrapFloor_Turret::UnbindTimers() {
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}
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void ABuildingTrapFloor_Turret::SetTarget(AFortPawn* NewTarget) {
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}
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void ABuildingTrapFloor_Turret::RotateTurretServer() {
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}
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void ABuildingTrapFloor_Turret::RotateTurretClient() {
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}
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void ABuildingTrapFloor_Turret::PerformGunRotation(const AFortPawn* TargetActor, const FVector& AimLocation, const FRotator& CurrentRotation, USceneComponent* RotateComponent) {
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}
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void ABuildingTrapFloor_Turret::OnRep_CurrentlyActive() {
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}
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void ABuildingTrapFloor_Turret::OnLeaveTurretRange(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
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}
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void ABuildingTrapFloor_Turret::OnEnterTurretRange(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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void ABuildingTrapFloor_Turret::MinigameStarted() {
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}
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void ABuildingTrapFloor_Turret::MinigameEnded() {
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}
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AFortPawn* ABuildingTrapFloor_Turret::GetTarget() {
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return NULL;
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}
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AFortPlayerPawn* ABuildingTrapFloor_Turret::GetClosestTarget() {
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return NULL;
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}
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void ABuildingTrapFloor_Turret::FireTurret() {
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}
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void ABuildingTrapFloor_Turret::FinishReload() {
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}
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void ABuildingTrapFloor_Turret::DeactivateTurret() {
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}
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void ABuildingTrapFloor_Turret::ConsumeAmmo() {
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}
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void ABuildingTrapFloor_Turret::BindTimers() {
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}
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void ABuildingTrapFloor_Turret::AddOverlapComponent(UPrimitiveComponent* OverlapComponent) {
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}
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void ABuildingTrapFloor_Turret::ActivateTurret() {
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}
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void ABuildingTrapFloor_Turret::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABuildingTrapFloor_Turret, Target);
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DOREPLIFETIME(ABuildingTrapFloor_Turret, CurrentRotationalSpeed);
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DOREPLIFETIME(ABuildingTrapFloor_Turret, bCurrentlyActive);
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DOREPLIFETIME(ABuildingTrapFloor_Turret, ShootLocation);
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DOREPLIFETIME(ABuildingTrapFloor_Turret, bIsSearching);
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}
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ABuildingTrapFloor_Turret::ABuildingTrapFloor_Turret() {
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this->MinigameLogic = CreateDefaultSubobject<UFortMinigameLogicComponent>(TEXT("MinigameComponent"));
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this->RotateComp = NULL;
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this->FiringPoint = NULL;
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this->OverlapCollisionComponent = NULL;
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this->RotateInterval = 0.00f;
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this->BlockingActor = NULL;
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this->Target = NULL;
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this->MinRotationSpeed = 1.00f;
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this->MaxRotationSpeed = 10.00f;
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this->CurrentRotationalSpeed = 0.00f;
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this->UpdateIntervalTime = 0.50f;
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this->CachedUpdateTime = 0.00f;
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this->IncreaseIntervalRotationSpeed = 0.50f;
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this->DecreaseIntervalRotationSpeed = 0.50f;
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this->bCurrentlyActive = false;
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this->bInSlowdownMode = false;
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this->bUseOwnerTeam = false;
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this->bCanTakeDamage = false;
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this->LifeTime = 0.00f;
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this->FireRate = 0.50f;
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this->ReloadTime = 0.00f;
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this->CurrentAmmoCount = 0;
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this->MaxAmmo = 0;
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this->bIsSearching = false;
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}
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