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

50 lines
1.9 KiB
C++

#include "FortVehicleAimingWeaponComp.h"
#include "Net/UnrealNetwork.h"
void UFortVehicleAimingWeaponComp::OnRep_TargetLocalAimOrientationRepped() {
}
void UFortVehicleAimingWeaponComp::OnRep_TargetLocalAimOrientationCorrectedRepped() {
}
void UFortVehicleAimingWeaponComp::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortVehicleAimingWeaponComp, TargetLocalAimOrientationRepped);
DOREPLIFETIME(UFortVehicleAimingWeaponComp, TargetLocalAimOrientationCorrectedRepped);
}
UFortVehicleAimingWeaponComp::UFortVehicleAimingWeaponComp() {
this->bShouldResetCameraHorizontallyToBarrelWhenEntered = false;
this->bShouldResetCameraVerticallyToBarrelWhenEntered = true;
this->StartCameraResetToBarrelTime = 0.00f;
this->bAllowCameraLocalVerticalRotationOnly = false;
this->AimBlendInSpeed = 3.00f;
this->AimBlendOutSpeed = 3.00f;
this->bSetDesiredPitchWhenUnmanned = false;
this->bSetDesiredYawWhenUnmanned = false;
this->bUseGlobalOnlyAiming = false;
this->RotCyclesPerFullTurnHoriz = 3.00f;
this->RotCyclesPerFullTurnVert = 3.00f;
this->bCorrectAimFromCameraToMuzzle = false;
this->YawDiffRemaining = 0.00f;
this->PitchDiffRemaining = 0.00f;
this->bInterpolateAimToDesired = true;
this->LastTickTime = 0.00f;
this->TickCount = 0;
this->CameraAimBlendFactor = 0.00f;
this->UnmannedDesiredPitch = -70.00f;
this->UnmannedDesiredYaw = 0.00f;
this->HorizAimRotDelta = 0.00f;
this->VertAimRotDelta = 0.00f;
this->AimSourceType = EFortAbilityTargetingSource::Camera;
this->bPlayerEnteredThisFrame = false;
this->MaxYawPerSecondThreshold = 800.00f;
this->MaxPitchPerSecondThreshold = 800.00f;
this->PitchConstraintAngleOffset = -25.00f;
this->AimInterpSpeed = 19.00f;
this->InitialCameraInterpSpeed = 7.00f;
this->InitialCameraLerpTime = 0.50f;
}