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

199 lines
5.3 KiB
C++

#include "PhysicsObject.h"
#include "Components/StaticMeshComponent.h"
#include "FortDamageSet.h"
#include "Net/UnrealNetwork.h"
#include "Templates/SubclassOf.h"
void APhysicsObject::WakeUpOnGroundDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
}
void APhysicsObject::WakeUp() {
}
void APhysicsObject::UpdateClientWithPhysicsObjectTestInput_Implementation(FVector LinearVelocity, FVector AngularVelocity) {
}
void APhysicsObject::TurnOffClientPrediction() {
}
APhysicsObject* APhysicsObject::SpawnPhysicsObject(const UObject* WorldContextObject, TSubclassOf<APhysicsObject> ActorClass, const FTransform& Transform, const FPhysicsObjectInitialParameters& NewInitialParameters) {
return NULL;
}
void APhysicsObject::SetPropDestructionParams(TArray<TSubclassOf<ABuildingActor>> InBuildingPropClassesPhysicsObjectCanDestroy, TArray<UBuildingEditModeMetadata*> InWallsPhysicsObjectCanDestroy) {
}
void APhysicsObject::SetImpulseResponseZBias(const float ZBias) {
}
void APhysicsObject::SetImpulseResponseMultiplier(const float Multiplier) {
}
void APhysicsObject::SetHealthPercent(float Percent) {
}
void APhysicsObject::SetDyingPhysics() {
}
void APhysicsObject::SendClientStateToServer_Helper() {
}
void APhysicsObject::OnRep_SurfaceTypePhysicsObjectOn(TEnumAsByte<EPhysicalSurface> PreviousSurfaceOn) {
}
void APhysicsObject::OnRep_PendingDeath() {
}
void APhysicsObject::OnRep_LastServerConfirmedHit() {
}
void APhysicsObject::OnRep_InitialParameters() {
}
void APhysicsObject::OnRep_HealthSet() {
}
void APhysicsObject::OnRep_CurrentServerPhysicsState() {
}
void APhysicsObject::OnRep_CorrectTargetOrientation() {
}
void APhysicsObject::OnRep_AbilitySystemComponent() {
}
void APhysicsObject::OnPxComponentWake(UPrimitiveComponent* WakingComponent, FName BoneName) {
}
float APhysicsObject::ModifyIncomingDamage(float Damage, const FGameplayTagContainer& InTags, const FGameplayEffectContextHandle& EffectContext, AController* EventInstigator, AActor* DamageCauser) {
return 0.0f;
}
bool APhysicsObject::IsScrapingSidesOrTop() const {
return false;
}
bool APhysicsObject::IsInWater() const {
return false;
}
bool APhysicsObject::IsInAir() const {
return false;
}
bool APhysicsObject::IsCorrectingOrientation() const {
return false;
}
bool APhysicsObject::IsAsleep() const {
return false;
}
bool APhysicsObject::HasPermissionToAlterBuildings() const {
return false;
}
FVector APhysicsObject::GetPreviousLinearVelocity() const {
return FVector{};
}
FVector APhysicsObject::GetPreviousLinearAcceleration() const {
return FVector{};
}
float APhysicsObject::GetPreviousForwardSpeedKmh() const {
return 0.0f;
}
FVector APhysicsObject::GetPhysicsObjectVelocity() const {
return FVector{};
}
float APhysicsObject::GetMaxHealth() const {
return 0.0f;
}
float APhysicsObject::GetHealth() const {
return 0.0f;
}
float APhysicsObject::GetForwardSpeedKmh() const {
return 0.0f;
}
FString APhysicsObject::GetDisplayName() const {
return TEXT("");
}
void APhysicsObject::GameplayCue_Damage(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
}
void APhysicsObject::DrawServerAndClientBallPosition_Implementation(const FVector ServerPosition) {
}
void APhysicsObject::DestroyPhysicsObject() {
}
void APhysicsObject::DebugDrawImpactBucket_Implementation(FVector Location, FVector ImpactVector, FColor Color) {
}
bool APhysicsObject::CanTeleport() const {
return false;
}
bool APhysicsObject::CanCorrectOrientation(AFortPawn* FP) const {
return false;
}
void APhysicsObject::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(APhysicsObject, CorrectTargetOrientation);
DOREPLIFETIME(APhysicsObject, AbilitySystemComponent);
DOREPLIFETIME(APhysicsObject, HealthSet);
DOREPLIFETIME(APhysicsObject, bPendingDeath);
DOREPLIFETIME(APhysicsObject, SurfaceTypePhysicsObjectOn);
DOREPLIFETIME(APhysicsObject, CurrentServerPhysicsState);
DOREPLIFETIME(APhysicsObject, LastServerConfirmedHit);
DOREPLIFETIME(APhysicsObject, InitialParameters);
}
APhysicsObject::APhysicsObject() {
this->PhysicsMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PhysicsMeshComponent"));
this->VisibleMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisibleMeshComponent"));
this->PrimarySurfaceType = SurfaceType_Default;
this->WeaponResponseType = EFortBaseWeaponDamage::Combat;
this->bShowDamageNumbers = true;
this->bPlayDamageAudio = false;
this->ImpulseResponseMultiplier = 1.00f;
this->ImpulseResponseZBias = 0.10f;
this->CachedSpeed = 0.00f;
this->DefaultHitNotifyAudioBank = NULL;
this->LifespanAfterDeath = 0.50f;
this->bPlayedDying = false;
this->LastDamagedTime = 0.00f;
this->PlayerCollisionGameplayEffect = NULL;
this->AbilitySystemComponent = NULL;
this->HealthSet = NULL;
this->ImpulseResponseSet = NULL;
this->DamageSet = CreateDefaultSubobject<UFortDamageSet>(TEXT("DamageSet"));
this->HealthBarIndicator = NULL;
this->bPendingDeath = false;
this->SurfaceTypePhysicsObjectOn = SurfaceType_Default;
this->StartupAbilitySet = NULL;
}