mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
477 lines
14 KiB
C++
477 lines
14 KiB
C++
#include "FortWeapon.h"
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#include "SkeletalMeshComponentBudgeted.h"
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#include "Net/UnrealNetwork.h"
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void AFortWeapon::UseWeaponDurability(float DurabilityScale) {
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}
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void AFortWeapon::UpdateDamageStartLocation() {
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}
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void AFortWeapon::StopWeaponFireFX() {
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}
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void AFortWeapon::StopForceFeedback() {
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}
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void AFortWeapon::SetWeaponVisibility(bool bDesiredVisibility, bool bForceUpdate) {
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}
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void AFortWeapon::SetShouldDrawNativeReticle(bool bInShouldDrawReticle) {
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}
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void AFortWeapon::SetFireSoundPitchMultiplier(const float NewPitch) {
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}
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void AFortWeapon::ServerSetChargeState_Implementation(uint8 NewState) {
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}
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bool AFortWeapon::ServerSetChargeState_Validate(uint8 NewState) {
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return true;
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}
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void AFortWeapon::ServerResetShotReport_Implementation() {
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}
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bool AFortWeapon::ServerResetShotReport_Validate() {
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return true;
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}
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void AFortWeapon::ServerReleaseWeaponAbility_Implementation(const FGameplayAbilitySpecHandle& SpecHandle) {
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}
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bool AFortWeapon::ServerReleaseWeaponAbility_Validate(const FGameplayAbilitySpecHandle& SpecHandle) {
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return true;
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}
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void AFortWeapon::ResetTempWeaponMaterialOverride() {
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}
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void AFortWeapon::Reload() {
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}
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void AFortWeapon::PlayWeaponFireFX(bool bSecondaryFire) {
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}
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void AFortWeapon::PlayReloadFX(EFortReloadFXState ReloadStage) {
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}
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void AFortWeapon::PlayNativeImpactFX(const FHitResult& HitResult, const FGameplayCueParameters& GameplayCueParameters) {
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}
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void AFortWeapon::PlayForceFeedback(bool bSecondaryFire, bool bPersistentFire, bool bImpact) {
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}
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void AFortWeapon::OnWeaponMontageStarted(UAnimMontage* WeaponMontage) {
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}
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void AFortWeapon::OnWeaponMontageBlendingOut(UAnimMontage* WeaponMontage, bool bInterrupted) {
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}
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void AFortWeapon::OnRep_ReplicatedWeaponData() {
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}
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void AFortWeapon::OnRep_ReplicatedCosmeticOverrideWeaponData() {
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}
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void AFortWeapon::OnRep_ReplicatedAppliedAlterations() {
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}
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void AFortWeapon::OnRep_PrimaryAbilitySpecHandle() {
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}
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void AFortWeapon::OnRep_EquippedWeaponDestroyWrapper() {
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}
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void AFortWeapon::OnRep_ChargeStatusPack() {
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}
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void AFortWeapon::OnRep_AmmoCount(int32 OldAmmoCount) {
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}
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void AFortWeapon::OnPawnMontageStarted(UAnimMontage* PawnMontage) {
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}
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void AFortWeapon::OnPawnMontageBlendingOut(UAnimMontage* PawnMontage, bool bInterrupted) {
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}
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void AFortWeapon::K2_ConsumeAmmo(int32 Quantity) {
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}
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bool AFortWeapon::IsSuppressed() const {
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return false;
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}
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bool AFortWeapon::IsReloading() const {
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return false;
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}
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bool AFortWeapon::IsProjectileWeapon() const {
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return false;
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}
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bool AFortWeapon::IsEquipped() const {
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return false;
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}
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bool AFortWeapon::HasInfiniteAmmo() const {
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return false;
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}
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float AFortWeapon::GetWeaponRateOfFireModifier() {
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return 0.0f;
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}
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UFortWeaponAnimSet* AFortWeapon::GetWeaponPawnAnimSet() const {
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return NULL;
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}
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float AFortWeapon::GetTimeToNextFire() const {
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return 0.0f;
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}
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bool AFortWeapon::GetSupportsAutoFireAtReticleTargetMode() const {
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return false;
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}
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FColor AFortWeapon::GetReticleColor() const {
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return FColor{};
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}
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int32 AFortWeapon::GetRemainingAmmo() const {
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return 0;
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}
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float AFortWeapon::GetReloadTime() const {
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return 0.0f;
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}
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float AFortWeapon::GetReloadProgress() const {
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return 0.0f;
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}
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float AFortWeapon::GetRange() const {
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return 0.0f;
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}
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float AFortWeapon::GetProjectileSpeed(float ChargePercent) const {
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return 0.0f;
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}
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bool AFortWeapon::GetPickupInstigatorData(int32& InstigatorHandle, FPickupInstigatorData& InstigatorData) const {
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return false;
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}
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FTransform AFortWeapon::GetMuzzleSocketTransform() const {
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return FTransform{};
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}
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FVector AFortWeapon::GetMuzzleLocation_Implementation() const {
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return FVector{};
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}
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float AFortWeapon::GetMeleeAttackPlayRate() {
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return 0.0f;
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}
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int32 AFortWeapon::GetMagazineAmmoCount() const {
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return 0;
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}
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int32 AFortWeapon::GetLocalRemainingAmmo() const {
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return 0;
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}
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int32 AFortWeapon::GetLocalMagazineAmmoCount() const {
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return 0;
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}
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FGuid AFortWeapon::GetInventoryGUID() const {
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return FGuid{};
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}
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TArray<FWeaponHudData> AFortWeapon::GetHudKeyActionData() const {
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return TArray<FWeaponHudData>();
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}
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float AFortWeapon::GetFiringRate() const {
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return 0.0f;
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}
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FVector AFortWeapon::GetDamageStartLocation(FVector& AimDir) const {
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return FVector{};
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}
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float AFortWeapon::GetCurrentMaxChargePercent() const {
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return 0.0f;
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}
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TEnumAsByte<EFortWeaponCoreAnimation::Type> AFortWeapon::GetCoreAnimation() const {
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return EFortWeaponCoreAnimation::Melee;
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}
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float AFortWeapon::GetChargeToMinPercent() const {
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return 0.0f;
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}
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float AFortWeapon::GetChargePercent() const {
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return 0.0f;
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}
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int32 AFortWeapon::GetBulletsPerClip() const {
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return 0;
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}
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int32 AFortWeapon::GetAmmoCostPerFire(float ChargePercentage) const {
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return 0;
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}
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TArray<UFortAlterationItemDefinition*> AFortWeapon::GetAlterations() const {
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return TArray<UFortAlterationItemDefinition*>();
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}
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void AFortWeapon::GameplayCue_Weapons_Activation(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void AFortWeapon::GameplayCue_Impact(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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FColor AFortWeapon::DetermineReticleColor() {
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return FColor{};
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}
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void AFortWeapon::ClientReportShotFlags_Implementation(uint32 ShotFlags, int32 ShotIndex) {
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}
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void AFortWeapon::ClientGivenTo_Implementation(APawn* P) {
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}
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void AFortWeapon::CheckPendingFire() {
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}
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void AFortWeapon::CancelActiveAbility() {
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}
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void AFortWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortWeapon, bIsEquippingWeapon);
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DOREPLIFETIME(AFortWeapon, bIsReloadingWeapon);
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DOREPLIFETIME(AFortWeapon, bIsChargingWeapon);
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DOREPLIFETIME(AFortWeapon, WeaponData);
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DOREPLIFETIME(AFortWeapon, CosmeticOverrideWeaponData);
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DOREPLIFETIME(AFortWeapon, EquippedWeaponDestroyWrapperRepCounter);
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DOREPLIFETIME(AFortWeapon, ItemEntryGuid);
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DOREPLIFETIME(AFortWeapon, WeaponLevel);
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DOREPLIFETIME(AFortWeapon, AmmoCount);
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DOREPLIFETIME(AFortWeapon, ChargeStatusPack);
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DOREPLIFETIME(AFortWeapon, ActiveAbility);
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DOREPLIFETIME(AFortWeapon, PrimaryAbilitySpecHandle);
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DOREPLIFETIME(AFortWeapon, SecondaryAbilitySpecHandle);
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DOREPLIFETIME(AFortWeapon, ReloadAbilitySpecHandle);
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DOREPLIFETIME(AFortWeapon, ImpactAbilitySpecHandle);
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DOREPLIFETIME(AFortWeapon, AppliedAlterations);
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}
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AFortWeapon::AFortWeapon() {
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this->bIsEquippingWeapon = false;
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this->bIsReloadingWeapon = false;
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this->bIsChargingWeapon = false;
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this->WeaponData = NULL;
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this->CosmeticOverrideWeaponData = NULL;
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this->bImpactFXAttachedToHitActor = false;
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this->HitNotifyAudioBank = NULL;
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this->bRemoveAbilitiesWhenRemovedFromInventory = true;
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this->EquippedWeaponDestroyWrapperRepCounter = 0;
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this->PersistentFXStartTime = 0.00f;
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this->MinimumTimeForPersistentFX = 0.00f;
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this->bDontReduceWorkOnWeapon = false;
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this->bShouldDrawNativeReticle = true;
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this->ReticleImage = NULL;
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this->AutoFireReticleImage = NULL;
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this->HitNotifyReticleImage = NULL;
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this->HitNotifyLocationReticleImage = NULL;
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this->HitNotifyDisplayDuration = 0.00f;
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this->ReticleCenterImage = NULL;
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this->ReticleCenterPerfectAimImage = NULL;
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this->ReticleInvalidTargetImage = NULL;
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this->MuzzleBlockedReticleImage = NULL;
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this->ReticleAltCenterImage = NULL;
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this->ReticleOuterImage = NULL;
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this->ReticleAltOuterImage = NULL;
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this->ReticleDefaultPrimaryStrikeAngle = 0.00f;
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this->ReticleDefaultSecondaryStrikeAngle = 0.00f;
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this->bSupportsAutofireAtReticleTarget = true;
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this->CameraBase3PClass = NULL;
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this->CameraTargeting3PClass = NULL;
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this->CameraBase1PClass = NULL;
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this->CameraTargeting1PClass = NULL;
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this->DestroyedSound = NULL;
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this->OutOfAmmoSound = NULL;
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this->ReloadSounds[0] = NULL;
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this->ReloadSounds[1] = NULL;
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this->ReloadSounds[2] = NULL;
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this->PrimaryFireSound1P = NULL;
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this->PrimaryFireSound[0] = NULL;
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this->PrimaryFireSound[1] = NULL;
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this->PrimaryFireSound[2] = NULL;
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this->PrimaryFireStopSound1P = NULL;
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this->PrimaryFireStopSound[0] = NULL;
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this->PrimaryFireStopSound[1] = NULL;
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this->PrimaryFireStopSound[2] = NULL;
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this->SecondaryFireSound[0] = NULL;
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this->SecondaryFireSound[1] = NULL;
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this->SecondaryFireSound[2] = NULL;
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this->SecondaryFireStopSound[0] = NULL;
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this->SecondaryFireStopSound[1] = NULL;
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this->SecondaryFireStopSound[2] = NULL;
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this->TargetingStartSound = NULL;
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this->TargetingEndSound = NULL;
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this->PrimaryFireSoundFadeOutTime = 0.25f;
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this->ImpactPhysicalSurfaceSounds[0] = NULL;
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this->ImpactPhysicalSurfaceSounds[1] = NULL;
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this->ImpactPhysicalSurfaceSounds[2] = NULL;
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this->ImpactPhysicalSurfaceSounds[3] = NULL;
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this->ImpactPhysicalSurfaceSounds[4] = NULL;
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this->ImpactPhysicalSurfaceSounds[5] = NULL;
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this->ImpactPhysicalSurfaceSounds[6] = NULL;
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this->ImpactPhysicalSurfaceSounds[7] = NULL;
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this->ImpactPhysicalSurfaceSounds[8] = NULL;
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this->ImpactPhysicalSurfaceSounds[9] = NULL;
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this->ImpactPhysicalSurfaceSounds[10] = NULL;
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this->ImpactPhysicalSurfaceSounds[11] = NULL;
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this->ImpactPhysicalSurfaceSounds[12] = NULL;
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this->ImpactPhysicalSurfaceSounds[13] = NULL;
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this->ImpactPhysicalSurfaceSounds[14] = NULL;
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this->ImpactPhysicalSurfaceSounds[15] = NULL;
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this->ImpactPhysicalSurfaceSounds[16] = NULL;
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this->ImpactPhysicalSurfaceSounds[17] = NULL;
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this->ImpactPhysicalSurfaceSounds[18] = NULL;
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this->ImpactPhysicalSurfaceSounds[19] = NULL;
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this->ImpactPhysicalSurfaceSounds[20] = NULL;
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this->ImpactPhysicalSurfaceSounds[21] = NULL;
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this->ImpactPhysicalSurfaceSounds[22] = NULL;
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this->ImpactPhysicalSurfaceSounds[23] = NULL;
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this->ImpactPhysicalSurfaceSounds[24] = NULL;
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this->ImpactPhysicalSurfaceSounds[25] = NULL;
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this->ImpactPhysicalSurfaceEffects[0] = NULL;
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this->ImpactPhysicalSurfaceEffects[1] = NULL;
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this->ImpactPhysicalSurfaceEffects[2] = NULL;
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this->ImpactPhysicalSurfaceEffects[3] = NULL;
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this->ImpactPhysicalSurfaceEffects[4] = NULL;
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this->ImpactPhysicalSurfaceEffects[5] = NULL;
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this->ImpactPhysicalSurfaceEffects[6] = NULL;
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this->ImpactPhysicalSurfaceEffects[7] = NULL;
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this->ImpactPhysicalSurfaceEffects[8] = NULL;
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this->ImpactPhysicalSurfaceEffects[9] = NULL;
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this->ImpactPhysicalSurfaceEffects[10] = NULL;
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this->ImpactPhysicalSurfaceEffects[11] = NULL;
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this->ImpactPhysicalSurfaceEffects[12] = NULL;
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this->ImpactPhysicalSurfaceEffects[13] = NULL;
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this->ImpactPhysicalSurfaceEffects[14] = NULL;
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this->ImpactPhysicalSurfaceEffects[15] = NULL;
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this->ImpactPhysicalSurfaceEffects[16] = NULL;
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this->ImpactPhysicalSurfaceEffects[17] = NULL;
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this->ImpactPhysicalSurfaceEffects[18] = NULL;
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this->ImpactPhysicalSurfaceEffects[19] = NULL;
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this->ImpactPhysicalSurfaceEffects[20] = NULL;
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this->ImpactPhysicalSurfaceEffects[21] = NULL;
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this->ImpactPhysicalSurfaceEffects[22] = NULL;
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this->ImpactPhysicalSurfaceEffects[23] = NULL;
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this->ImpactPhysicalSurfaceEffects[24] = NULL;
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this->ImpactPhysicalSurfaceEffects[25] = NULL;
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this->ImpactCameraShake = NULL;
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this->PrimaryForceFeedbackEffect = NULL;
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this->SecondaryForceFeedbackEffect = NULL;
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this->PrimaryImpactForceFeedbackEffect = NULL;
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this->SecondaryImpactForceFeedbackEffect = NULL;
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this->FireAudioChannels[0] = NULL;
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this->FireAudioChannels[1] = NULL;
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this->FireAudioChannels[2] = NULL;
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this->FireAudioChannels[3] = NULL;
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this->ReloadAudioChannels[0] = NULL;
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this->ReloadAudioChannels[1] = NULL;
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this->ReloadAudioChannels[2] = NULL;
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this->TargetingAudioChannels[0] = NULL;
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this->TargetingAudioChannels[1] = NULL;
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this->CurrentGunFireIndex = 0;
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this->WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponentBudgeted>(TEXT("WeaponMesh0"));
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this->FireAudioChannelWantsToPlay[0] = 1;
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this->FireAudioChannelWantsToPlay[1] = 1;
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this->FireAudioChannelWantsToPlay[2] = 1;
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this->FireAudioChannelWantsToPlay[3] = 1;
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this->WrapSectionMask = 1;
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this->bUsingSecondaryFireAudio = false;
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this->LastFireTime = -10.00f;
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this->bIsPlayingFireFX = false;
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this->bFireFXTriggered = false;
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this->TimerIntervalAdjustment = 0.00f;
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this->InputQueueTimePercent = 0.20f;
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this->bAllowTargeting = false;
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this->bIsTargeting = false;
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this->LastTargetingTransitionTime = 0.00f;
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this->bTraceThroughPawns = false;
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this->bTraceThroughWorld = false;
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this->TraceThroughPawnsLimit = 16;
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this->TraceThroughBuildingsLimit = 16;
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this->bUseProjectileTrace = false;
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this->LastReloadTime = 0.00f;
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this->LastSuccessfulReloadTime = 0.00f;
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this->CurrentReloadDuration = 0.00f;
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this->WeaponLevel = -1;
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this->AmmoCount = 0;
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this->BurstFireCounter = 0;
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this->ChargeTime = 0.00f;
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this->CurrentShotLogIndex = -1;
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this->bInitializedWeaponItem = false;
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this->bUpdateLocalAmmoCount = false;
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this->bPendingDestroyDueToDurabilityOrStackCount = false;
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this->bCompletedAppliedAlterationsLoad = false;
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this->bCompletedWeaponLoad = false;
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this->bReplicatedAppliedAlterationsWithNoInstigator = false;
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this->ChargeStatusPack = 0;
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this->ActiveAbility = NULL;
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this->AppliedItemWrap = NULL;
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this->CachedFXManager = NULL;
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this->CachedSignificanceManager = NULL;
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this->MuzzleSocketName = TEXT("Muzzle");
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this->MuzzleFalloffSocketName = TEXT("MuzzleFalloff");
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this->MaxWeaponSwitchNetworkWaitTime = 0.10f;
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this->LastFireAbilityTime = 0.00f;
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this->EquipAnimation = NULL;
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this->ReloadAnimation = NULL;
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this->PrimaryAbilityAnimation = NULL;
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this->WeaponEquipMontage = NULL;
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this->WeaponReloadMontage = NULL;
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this->WeaponPrimaryAbilityMontage = NULL;
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this->PoseOffsetAnimSequence = NULL;
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this->PoseOffsetAnimSequenceFemaleOverride = NULL;
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this->WeaponChargeAnimSequence = NULL;
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this->WeaponCoreAnimation = EFortWeaponCoreAnimation::Melee;
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this->WeaponPawnAnimSet = NULL;
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this->UnableToPerformActionMontageOverride = NULL;
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this->ItemWrapModifier = NULL;
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this->LockOnTargetCandidate = NULL;
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this->bIgnoreTryToFireSlotCooldownRestriction = false;
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this->bFireConsumableAnalyticEvent = true;
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}
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