Files
FNGameProj/Source/FortniteGame/Private/FortVehicleSeatWeaponComponent.cpp
2024-01-21 00:41:14 +01:00

57 lines
1.8 KiB
C++

#include "FortVehicleSeatWeaponComponent.h"
#include "Net/UnrealNetwork.h"
void UFortVehicleSeatWeaponComponent::OnRep_ShotsFired() {
}
void UFortVehicleSeatWeaponComponent::OnRep_OverheatValueRepped() {
}
AFortAthenaVehicle* UFortVehicleSeatWeaponComponent::GetVehicle() const {
return NULL;
}
float UFortVehicleSeatWeaponComponent::GetOverheatScaler() {
return 0.0f;
}
float UFortVehicleSeatWeaponComponent::GetOverheatingMaxValue() const {
return 0.0f;
}
float UFortVehicleSeatWeaponComponent::GetCurrentOverheatValue() {
return 0.0f;
}
void UFortVehicleSeatWeaponComponent::EquipVehicleWeapon(AFortPawn* FortPawn, FWeaponSeatDefinition& WeaponSeatDefinition, int32 ItemLevel) {
}
void UFortVehicleSeatWeaponComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, OverheatValueRepped);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, bWeaponEquipped);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, ActorBase);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, ShotsFired);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, bWeaponOverheatDataHasBeenCached);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, CachedWeaponOverheatData);
}
UFortVehicleSeatWeaponComponent::UFortVehicleSeatWeaponComponent() {
this->ActiveSeatIdx = -1;
this->CachedWeapon = NULL;
this->CachedWeaponDef = NULL;
this->CachedOverheatMax = 0.00f;
this->CachedOverheatValue = 0.00f;
this->OverheatValueRepped = 0.00f;
this->bWeaponEquipped = false;
this->bUseVehicleOrientationForShootingCone = false;
this->bControlledByMultipleSeats = false;
this->ActorBase = NULL;
this->bReadyToSleep = true;
this->ShotsFired = 0;
this->bWeaponOverheatDataHasBeenCached = false;
}