mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 11:53:38 +00:00
199 lines
5.3 KiB
C++
199 lines
5.3 KiB
C++
#include "PhysicsObject.h"
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#include "Components/StaticMeshComponent.h"
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#include "FortDamageSet.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void APhysicsObject::WakeUpOnGroundDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
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}
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void APhysicsObject::WakeUp() {
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}
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void APhysicsObject::UpdateClientWithPhysicsObjectTestInput_Implementation(FVector LinearVelocity, FVector AngularVelocity) {
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}
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void APhysicsObject::TurnOffClientPrediction() {
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}
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APhysicsObject* APhysicsObject::SpawnPhysicsObject(const UObject* WorldContextObject, TSubclassOf<APhysicsObject> ActorClass, const FTransform& Transform, const FPhysicsObjectInitialParameters& NewInitialParameters) {
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return NULL;
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}
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void APhysicsObject::SetPropDestructionParams(TArray<TSubclassOf<ABuildingActor>> InBuildingPropClassesPhysicsObjectCanDestroy, TArray<UBuildingEditModeMetadata*> InWallsPhysicsObjectCanDestroy) {
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}
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void APhysicsObject::SetImpulseResponseZBias(const float ZBias) {
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}
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void APhysicsObject::SetImpulseResponseMultiplier(const float Multiplier) {
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}
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void APhysicsObject::SetHealthPercent(float Percent) {
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}
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void APhysicsObject::SetDyingPhysics() {
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}
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void APhysicsObject::SendClientStateToServer_Helper() {
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}
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void APhysicsObject::OnRep_SurfaceTypePhysicsObjectOn(TEnumAsByte<EPhysicalSurface> PreviousSurfaceOn) {
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}
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void APhysicsObject::OnRep_PendingDeath() {
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}
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void APhysicsObject::OnRep_LastServerConfirmedHit() {
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}
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void APhysicsObject::OnRep_InitialParameters() {
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}
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void APhysicsObject::OnRep_HealthSet() {
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}
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void APhysicsObject::OnRep_CurrentServerPhysicsState() {
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}
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void APhysicsObject::OnRep_CorrectTargetOrientation() {
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}
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void APhysicsObject::OnRep_AbilitySystemComponent() {
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}
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void APhysicsObject::OnPxComponentWake(UPrimitiveComponent* WakingComponent, FName BoneName) {
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}
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float APhysicsObject::ModifyIncomingDamage(float Damage, const FGameplayTagContainer& InTags, const FGameplayEffectContextHandle& EffectContext, AController* EventInstigator, AActor* DamageCauser) {
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return 0.0f;
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}
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bool APhysicsObject::IsScrapingSidesOrTop() const {
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return false;
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}
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bool APhysicsObject::IsInWater() const {
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return false;
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}
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bool APhysicsObject::IsInAir() const {
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return false;
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}
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bool APhysicsObject::IsCorrectingOrientation() const {
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return false;
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}
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bool APhysicsObject::IsAsleep() const {
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return false;
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}
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bool APhysicsObject::HasPermissionToAlterBuildings() const {
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return false;
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}
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FVector APhysicsObject::GetPreviousLinearVelocity() const {
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return FVector{};
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}
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FVector APhysicsObject::GetPreviousLinearAcceleration() const {
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return FVector{};
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}
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float APhysicsObject::GetPreviousForwardSpeedKmh() const {
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return 0.0f;
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}
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FVector APhysicsObject::GetPhysicsObjectVelocity() const {
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return FVector{};
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}
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float APhysicsObject::GetMaxHealth() const {
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return 0.0f;
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}
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float APhysicsObject::GetHealth() const {
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return 0.0f;
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}
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float APhysicsObject::GetForwardSpeedKmh() const {
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return 0.0f;
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}
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FString APhysicsObject::GetDisplayName() const {
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return TEXT("");
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}
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void APhysicsObject::GameplayCue_Damage(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void APhysicsObject::DrawServerAndClientBallPosition_Implementation(const FVector ServerPosition) {
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}
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void APhysicsObject::DestroyPhysicsObject() {
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}
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void APhysicsObject::DebugDrawImpactBucket_Implementation(FVector Location, FVector ImpactVector, FColor Color) {
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}
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bool APhysicsObject::CanTeleport() const {
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return false;
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}
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bool APhysicsObject::CanCorrectOrientation(AFortPawn* FP) const {
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return false;
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}
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void APhysicsObject::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(APhysicsObject, CorrectTargetOrientation);
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DOREPLIFETIME(APhysicsObject, AbilitySystemComponent);
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DOREPLIFETIME(APhysicsObject, HealthSet);
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DOREPLIFETIME(APhysicsObject, bPendingDeath);
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DOREPLIFETIME(APhysicsObject, SurfaceTypePhysicsObjectOn);
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DOREPLIFETIME(APhysicsObject, CurrentServerPhysicsState);
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DOREPLIFETIME(APhysicsObject, LastServerConfirmedHit);
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DOREPLIFETIME(APhysicsObject, InitialParameters);
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}
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APhysicsObject::APhysicsObject() {
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this->PhysicsMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PhysicsMeshComponent"));
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this->VisibleMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisibleMeshComponent"));
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this->PrimarySurfaceType = SurfaceType_Default;
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this->WeaponResponseType = EFortBaseWeaponDamage::Combat;
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this->bShowDamageNumbers = true;
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this->bPlayDamageAudio = false;
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this->ImpulseResponseMultiplier = 1.00f;
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this->ImpulseResponseZBias = 0.10f;
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this->CachedSpeed = 0.00f;
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this->DefaultHitNotifyAudioBank = NULL;
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this->LifespanAfterDeath = 0.50f;
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this->bPlayedDying = false;
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this->LastDamagedTime = 0.00f;
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this->PlayerCollisionGameplayEffect = NULL;
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this->AbilitySystemComponent = NULL;
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this->HealthSet = NULL;
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this->ImpulseResponseSet = NULL;
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this->DamageSet = CreateDefaultSubobject<UFortDamageSet>(TEXT("DamageSet"));
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this->HealthBarIndicator = NULL;
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this->bPendingDeath = false;
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this->SurfaceTypePhysicsObjectOn = SurfaceType_Default;
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this->StartupAbilitySet = NULL;
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}
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