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https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
62 lines
2.0 KiB
C++
62 lines
2.0 KiB
C++
#include "FortPlayerParachute.h"
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#include "SkeletalMeshComponentBudgeted.h"
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#include "Particles/ParticleSystemComponent.h"
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#include "Net/UnrealNetwork.h"
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void AFortPlayerParachute::SetChuteMeshVisibility(bool bParachuteVisiblity) {
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}
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void AFortPlayerParachute::OnRep_PlayerPawn() {
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}
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void AFortPlayerParachute::OnRep_ParachuteItemDef() {
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}
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void AFortPlayerParachute::OnParachuteTrailUpdated_Implementation(float MovementLengthSquared, float ForwardDot, float RightDot, float RotationalMovementAcceleration) {
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}
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bool AFortPlayerParachute::IsGliderFullyDeployedAccordingToAnim() const {
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return false;
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}
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void AFortPlayerParachute::InitalizeFromItemDef(const UAthenaGliderItemDefinition* InParachuteItemDef, bool bSynchronousLoad) {
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}
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USkeletalMeshComponent* AFortPlayerParachute::GetParachuteRootMesh() const {
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return NULL;
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}
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AFortPlayerPawn* AFortPlayerParachute::GetFortPlayerPawn() const {
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return NULL;
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}
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void AFortPlayerParachute::DisableTrailParticles() {
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}
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void AFortPlayerParachute::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortPlayerParachute, PlayerPawn);
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DOREPLIFETIME(AFortPlayerParachute, ParachuteItemDef);
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}
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AFortPlayerParachute::AFortPlayerParachute() {
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this->CurrentGliderOpenSound = NULL;
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this->CurrentGliderCloseSound = NULL;
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this->PlayerPawn = NULL;
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this->ParachuteItemDef = NULL;
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this->ParachuteHiddenAnimFinishTime = 1.20f;
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this->bGliderFullyDeployed = false;
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this->bChuteOpened = false;
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this->bIsFrontEndPreview = false;
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this->bParachuteVisible = false;
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this->bActivateTrailOnRationalMovement = true;
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this->ParachuteTrailParameterName = TEXT("Moving");
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this->IsCosmeticPreview = false;
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this->ParachuteMesh = CreateDefaultSubobject<USkeletalMeshComponentBudgeted>(TEXT("ParachuteMesh0"));
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this->TrailParticles = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParachuteTrails0"));
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}
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