mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
152 lines
4.1 KiB
C++
152 lines
4.1 KiB
C++
#include "FortWeaponRanged.h"
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#include "Net/UnrealNetwork.h"
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bool AFortWeaponRanged::UseScopeTargeting() const {
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return false;
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}
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bool AFortWeaponRanged::UseReducedAimAssist() const {
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return false;
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}
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bool AFortWeaponRanged::UseFirstPersonTargeting() const {
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return false;
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}
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void AFortWeaponRanged::TempHack_PlayOverheatedAnimation() {
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}
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bool AFortWeaponRanged::ShouldSpawnBulletShellFX() {
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return false;
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}
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bool AFortWeaponRanged::ShouldDisplayAmmoCounter() const {
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return false;
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}
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void AFortWeaponRanged::SetHomingTarget(AFortPawn* PlayerPawn) {
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}
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void AFortWeaponRanged::OnRep_OverheatState(EFortWeaponOverheatState PreviousOverheatState) {
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}
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bool AFortWeaponRanged::IsUsingScopeOrFirstPersonCamera() const {
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return false;
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}
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bool AFortWeaponRanged::IsUsingScope() const {
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return false;
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}
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bool AFortWeaponRanged::IsUsingFirstPersonCamera() const {
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return false;
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}
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bool AFortWeaponRanged::IsCachedIsProjectileWeapon_Implementation() const {
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return false;
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}
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void AFortWeaponRanged::InitializeBeamFX(UParticleSystemComponent* InBeamPSC) {
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}
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float AFortWeaponRanged::GetOverheatingMaxValue() const {
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return 0.0f;
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}
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float AFortWeaponRanged::GetCurrentOverheatValue() const {
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return 0.0f;
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}
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float AFortWeaponRanged::GetADSTransitionOutTime() {
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return 0.0f;
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}
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float AFortWeaponRanged::GetADSTransitionInTime() {
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return 0.0f;
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}
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void AFortWeaponRanged::EnableCornersReticle(bool bNewEnabled) {
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}
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void AFortWeaponRanged::EnableAltOuterReticle(bool bNewEnabled) {
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}
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void AFortWeaponRanged::EnableAltCenterReticle(bool bNewEnabled) {
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}
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void AFortWeaponRanged::DeactivateBeamFX() {
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}
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void AFortWeaponRanged::ClearHomingTarget() {
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}
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void AFortWeaponRanged::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortWeaponRanged, OverheatState);
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DOREPLIFETIME(AFortWeaponRanged, OverheatValue);
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DOREPLIFETIME(AFortWeaponRanged, TimeOverheatedBegan);
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}
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AFortWeaponRanged::AFortWeaponRanged() {
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this->TracerTemplate = NULL;
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this->bAllowAutomaticWeaponCatchup = true;
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this->CurrentNumBullets = 0;
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this->CurrentDamageStart = EFortAbilityTargetingSource::Camera;
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this->ProjectilePitchOffset = 0.00f;
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this->bShouldDisplayAmmoCounter = true;
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this->bShouldAimFromMuzzleAtCloseRange = false;
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this->bAlwaysAimFromMuzzle = false;
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this->bMaintainAimLocationDuringTargeting = false;
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this->bUseScopeTargeting = false;
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this->bUseFirstPersonTargeting = false;
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this->bUseReducedTargetingAimAssist = false;
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this->bPersistentFireFX = false;
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this->bUseBeamParticles = false;
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this->bUseImpactFXForProjectiles = false;
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this->bUseImpactFXForProjectileOverlaps = false;
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this->bUseImpactDecals = true;
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this->bUsePersistentBeam = false;
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this->ScopeImpactEffectDistanceOffset = 1536.00f;
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this->BeamParticleSystem = NULL;
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this->BeamSourceSocketName = TEXT("Muzzle");
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this->DecalLifespanMin = 2.30f;
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this->DecalLifespanMax = 3.20f;
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this->DecalMaterial = NULL;
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this->DecalTexture = NULL;
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this->SurfaceAcceptingDecals.AddDefaulted(5);
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this->ShellReloadCounter = 0;
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this->LastTargetingRotAdjustmentWeight = 1.00f;
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this->bUseAthenaRecoil = false;
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this->bUseAthenaPerfectADSAim = false;
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this->bFirstShotAccuracyCheckVehicleMovement = false;
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this->FirstShotAccuracyMinWaitTime = 0.50f;
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this->FireAnimation = NULL;
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this->FireDownsightsAnimation = NULL;
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this->FireFromCrouchWalkAnimation = NULL;
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this->CockingAnimation = NULL;
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this->WeaponFireMontage = NULL;
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this->WeaponFireDownsightsMontage = NULL;
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this->WeaponFireFromCrouchWalkMontage = NULL;
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this->WeaponCockingMontage = NULL;
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this->BeamPSC = NULL;
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this->CrouchWalkSpeedThreshold = 0.00f;
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this->bEnableRecoilDelay = true;
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this->OverheatState = EFortWeaponOverheatState::None;
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this->OverheatedAnimation = NULL;
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this->WeaponOverheatedAnimation = NULL;
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this->bCooldownWhileOverheated = true;
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this->OverheatValue = 0.00f;
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this->TimeHeatWasLastAdded = 0.00f;
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this->TimeOverheatedBegan = 0.00f;
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}
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