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

62 lines
2.0 KiB
C++

#include "FortPlayerParachute.h"
#include "SkeletalMeshComponentBudgeted.h"
#include "Particles/ParticleSystemComponent.h"
#include "Net/UnrealNetwork.h"
void AFortPlayerParachute::SetChuteMeshVisibility(bool bParachuteVisiblity) {
}
void AFortPlayerParachute::OnRep_PlayerPawn() {
}
void AFortPlayerParachute::OnRep_ParachuteItemDef() {
}
void AFortPlayerParachute::OnParachuteTrailUpdated_Implementation(float MovementLengthSquared, float ForwardDot, float RightDot, float RotationalMovementAcceleration) {
}
bool AFortPlayerParachute::IsGliderFullyDeployedAccordingToAnim() const {
return false;
}
void AFortPlayerParachute::InitalizeFromItemDef(const UAthenaGliderItemDefinition* InParachuteItemDef, bool bSynchronousLoad) {
}
USkeletalMeshComponent* AFortPlayerParachute::GetParachuteRootMesh() const {
return NULL;
}
AFortPlayerPawn* AFortPlayerParachute::GetFortPlayerPawn() const {
return NULL;
}
void AFortPlayerParachute::DisableTrailParticles() {
}
void AFortPlayerParachute::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortPlayerParachute, PlayerPawn);
DOREPLIFETIME(AFortPlayerParachute, ParachuteItemDef);
}
AFortPlayerParachute::AFortPlayerParachute() {
this->CurrentGliderOpenSound = NULL;
this->CurrentGliderCloseSound = NULL;
this->PlayerPawn = NULL;
this->ParachuteItemDef = NULL;
this->ParachuteHiddenAnimFinishTime = 1.20f;
this->bGliderFullyDeployed = false;
this->bChuteOpened = false;
this->bIsFrontEndPreview = false;
this->bParachuteVisible = false;
this->bActivateTrailOnRationalMovement = true;
this->ParachuteTrailParameterName = TEXT("Moving");
this->IsCosmeticPreview = false;
this->ParachuteMesh = CreateDefaultSubobject<USkeletalMeshComponentBudgeted>(TEXT("ParachuteMesh0"));
this->TrailParticles = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParachuteTrails0"));
}