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https://github.com/ApfelTeeSaft/UnrealEvent.git
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49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
#include "BuildingTurretComponent.h"
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#include "Net/UnrealNetwork.h"
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void UBuildingTurretComponent::SetTargetingOverlapComponent(UPrimitiveComponent* NewTargetingOverlapComponent) {
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}
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void UBuildingTurretComponent::OnTargetingEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
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}
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void UBuildingTurretComponent::OnTargetingBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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void UBuildingTurretComponent::OnRep_CurrentTarget(AActor* OldTarget) {
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}
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void UBuildingTurretComponent::OnPerformTargetValidation() {
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}
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void UBuildingTurretComponent::OnFiringTimer() {
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}
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bool UBuildingTurretComponent::IsValidTarget_Implementation(AActor* InTarget) const {
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return false;
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}
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AActor* UBuildingTurretComponent::ChooseBestTarget_Implementation(TArray<AActor*>& InOutPotentialTargets) const {
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return NULL;
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}
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bool UBuildingTurretComponent::AttemptSetCurrentTarget(AActor* NewTarget) {
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return false;
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}
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void UBuildingTurretComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UBuildingTurretComponent, CurrentTarget);
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}
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UBuildingTurretComponent::UBuildingTurretComponent() {
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this->FiringInterval = 5.00f;
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this->CurrentTargetValidationInterval = 0.25f;
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this->bPerformPeriodicValidationOnCurrentTarget = true;
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this->TargetingOverlapComponent = NULL;
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this->OwnerASC = NULL;
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this->CurrentTarget = NULL;
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}
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