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