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

152 lines
4.1 KiB
C++

#include "FortWeaponRanged.h"
#include "Net/UnrealNetwork.h"
bool AFortWeaponRanged::UseScopeTargeting() const {
return false;
}
bool AFortWeaponRanged::UseReducedAimAssist() const {
return false;
}
bool AFortWeaponRanged::UseFirstPersonTargeting() const {
return false;
}
void AFortWeaponRanged::TempHack_PlayOverheatedAnimation() {
}
bool AFortWeaponRanged::ShouldSpawnBulletShellFX() {
return false;
}
bool AFortWeaponRanged::ShouldDisplayAmmoCounter() const {
return false;
}
void AFortWeaponRanged::SetHomingTarget(AFortPawn* PlayerPawn) {
}
void AFortWeaponRanged::OnRep_OverheatState(EFortWeaponOverheatState PreviousOverheatState) {
}
bool AFortWeaponRanged::IsUsingScopeOrFirstPersonCamera() const {
return false;
}
bool AFortWeaponRanged::IsUsingScope() const {
return false;
}
bool AFortWeaponRanged::IsUsingFirstPersonCamera() const {
return false;
}
bool AFortWeaponRanged::IsCachedIsProjectileWeapon_Implementation() const {
return false;
}
void AFortWeaponRanged::InitializeBeamFX(UParticleSystemComponent* InBeamPSC) {
}
float AFortWeaponRanged::GetOverheatingMaxValue() const {
return 0.0f;
}
float AFortWeaponRanged::GetCurrentOverheatValue() const {
return 0.0f;
}
float AFortWeaponRanged::GetADSTransitionOutTime() {
return 0.0f;
}
float AFortWeaponRanged::GetADSTransitionInTime() {
return 0.0f;
}
void AFortWeaponRanged::EnableCornersReticle(bool bNewEnabled) {
}
void AFortWeaponRanged::EnableAltOuterReticle(bool bNewEnabled) {
}
void AFortWeaponRanged::EnableAltCenterReticle(bool bNewEnabled) {
}
void AFortWeaponRanged::DeactivateBeamFX() {
}
void AFortWeaponRanged::ClearHomingTarget() {
}
void AFortWeaponRanged::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortWeaponRanged, OverheatState);
DOREPLIFETIME(AFortWeaponRanged, OverheatValue);
DOREPLIFETIME(AFortWeaponRanged, TimeOverheatedBegan);
}
AFortWeaponRanged::AFortWeaponRanged() {
this->TracerTemplate = NULL;
this->bAllowAutomaticWeaponCatchup = true;
this->CurrentNumBullets = 0;
this->CurrentDamageStart = EFortAbilityTargetingSource::Camera;
this->ProjectilePitchOffset = 0.00f;
this->bShouldDisplayAmmoCounter = true;
this->bShouldAimFromMuzzleAtCloseRange = false;
this->bAlwaysAimFromMuzzle = false;
this->bMaintainAimLocationDuringTargeting = false;
this->bUseScopeTargeting = false;
this->bUseFirstPersonTargeting = false;
this->bUseReducedTargetingAimAssist = false;
this->bPersistentFireFX = false;
this->bUseBeamParticles = false;
this->bUseImpactFXForProjectiles = false;
this->bUseImpactFXForProjectileOverlaps = false;
this->bUseImpactDecals = true;
this->bUsePersistentBeam = false;
this->ScopeImpactEffectDistanceOffset = 1536.00f;
this->BeamParticleSystem = NULL;
this->BeamSourceSocketName = TEXT("Muzzle");
this->DecalLifespanMin = 2.30f;
this->DecalLifespanMax = 3.20f;
this->DecalMaterial = NULL;
this->DecalTexture = NULL;
this->SurfaceAcceptingDecals.AddDefaulted(5);
this->ShellReloadCounter = 0;
this->LastTargetingRotAdjustmentWeight = 1.00f;
this->bUseAthenaRecoil = false;
this->bUseAthenaPerfectADSAim = false;
this->bFirstShotAccuracyCheckVehicleMovement = false;
this->FirstShotAccuracyMinWaitTime = 0.50f;
this->FireAnimation = NULL;
this->FireDownsightsAnimation = NULL;
this->FireFromCrouchWalkAnimation = NULL;
this->CockingAnimation = NULL;
this->WeaponFireMontage = NULL;
this->WeaponFireDownsightsMontage = NULL;
this->WeaponFireFromCrouchWalkMontage = NULL;
this->WeaponCockingMontage = NULL;
this->BeamPSC = NULL;
this->CrouchWalkSpeedThreshold = 0.00f;
this->bEnableRecoilDelay = true;
this->OverheatState = EFortWeaponOverheatState::None;
this->OverheatedAnimation = NULL;
this->WeaponOverheatedAnimation = NULL;
this->bCooldownWhileOverheated = true;
this->OverheatValue = 0.00f;
this->TimeHeatWasLastAdded = 0.00f;
this->TimeOverheatedBegan = 0.00f;
}