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https://github.com/ApfelTeeSaft/UnrealEvent.git
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50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
#include "FortSkyTubePhysicsComponent.h"
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#include "Net/UnrealNetwork.h"
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void UFortSkyTubePhysicsComponent::SetMagnetization(const bool bInMagnetized) {
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}
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void UFortSkyTubePhysicsComponent::OnRep_SkyTube(AFortSkyTube* PreviousSkyTube) {
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}
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void UFortSkyTubePhysicsComponent::OnRep_Magnetized(bool bPreviousMagnetized) {
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}
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bool UFortSkyTubePhysicsComponent::IsSkyTubeForceEnabled() const {
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return false;
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}
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bool UFortSkyTubePhysicsComponent::IsMagnetized() const {
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return false;
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}
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bool UFortSkyTubePhysicsComponent::IsInSkyTube() const {
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return false;
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}
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void UFortSkyTubePhysicsComponent::ExitSkyTube(AFortSkyTube* InSkyTube) {
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}
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void UFortSkyTubePhysicsComponent::EnterSkyTube(AFortSkyTube* InSkyTube) {
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}
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void UFortSkyTubePhysicsComponent::ComputeAccelerations(const float DeltaTime, UPrimitiveComponent* PrimComp, FVector& OutLinearAcceleration, FVector& OutAngularAccelerationRad) {
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}
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void UFortSkyTubePhysicsComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortSkyTubePhysicsComponent, SkyTube);
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DOREPLIFETIME(UFortSkyTubePhysicsComponent, bMagnetized);
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}
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UFortSkyTubePhysicsComponent::UFortSkyTubePhysicsComponent() {
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this->MaxTubeSpeed = 2200.00f;
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this->MaxTubeAcceleration = 3000.00f;
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this->bMagnetizeWhenNotInSkytube = true;
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this->SkyTube = NULL;
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this->PrevSkyTube = NULL;
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this->bMagnetized = true;
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}
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