Files
FNGameProj/Source/FortniteGame/Private/FortProjectileBase.cpp
T
2024-03-03 23:44:39 +01:00

123 lines
3.8 KiB
C++

#include "FortProjectileBase.h"
#include "FortProjectileMovementComponent.h"
#include "FortProjectileRootComponent.h"
#include "FortWaterInteractionComponent.h"
#include "Net/UnrealNetwork.h"
void AFortProjectileBase::SetGravityScale(float InitialGravityScale) {
}
void AFortProjectileBase::ResumeSimulation() {
}
void AFortProjectileBase::OnStopCallback(const FHitResult& Hit) {
}
void AFortProjectileBase::OnRep_SimulationStoppingHit() {
}
void AFortProjectileBase::OnRep_ResumeSimulationCount() {
}
void AFortProjectileBase::OnRep_ReplicatedMaxSpeed() {
}
void AFortProjectileBase::OnRep_GravityScale() {
}
void AFortProjectileBase::OnRep_CurrentSkyTube() {
}
void AFortProjectileBase::OnBounceCallback(const FHitResult& Hit, const FVector& ImpactVelocity) {
}
AFortSkyTube* AFortProjectileBase::GetSkyTube() const {
return NULL;
}
AFortWeapon* AFortProjectileBase::GetOwnerWeapon() {
return NULL;
}
AFortPlayerController* AFortProjectileBase::GetOwnerPlayerController() {
return NULL;
}
float AFortProjectileBase::GetGravityScale() const {
return 0.0f;
}
float AFortProjectileBase::GetDefaultSpeed(float InChargePercent) const {
return 0.0f;
}
float AFortProjectileBase::GetDefaultGravityScale() const {
return 0.0f;
}
void AFortProjectileBase::ExitSkyTube(AFortSkyTube* SkyTube, bool& bIsLastTube) {
}
void AFortProjectileBase::EnterSkyTube(AFortSkyTube* SkyTube, bool& bIsFirstTube) {
}
void AFortProjectileBase::AddTagToDefaultTags(FGameplayTag TagToAddToProjectileDefaultTags) {
}
void AFortProjectileBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFortProjectileBase, ReplicatedMaxSpeed);
DOREPLIFETIME(AFortProjectileBase, GravityScale);
DOREPLIFETIME(AFortProjectileBase, ChargePercent);
DOREPLIFETIME(AFortProjectileBase, SimulationStoppingHit);
DOREPLIFETIME(AFortProjectileBase, ResumeSimulationCount);
DOREPLIFETIME(AFortProjectileBase, SyncId);
DOREPLIFETIME(AFortProjectileBase, CurrentSkyTube);
}
AFortProjectileBase::AFortProjectileBase() {
this->ReplicatedMaxSpeed = 1;
this->GravityScale = 1;
this->ChargePercent = 1;
this->MomentumTransfer = 1;
this->bAddOwnerVelocity = true;
this->bSpawnPointCanBeUsedByOtherPlayers = false;
this->PlayerSpawnOffset = 1;
this->bRegisterInPerceptionSystem = false;
this->bCanBePickedUpWhenStopped = false;
this->CapsuleComponent = CreateDefaultSubobject<UFortProjectileRootComponent>(TEXT("CollisionCapsule0"));
this->ProjectileMovementComponent = CreateDefaultSubobject<UFortProjectileMovementComponent>(TEXT("ProjectileComp0"));
this->WaterInteractionComponent = CreateDefaultSubobject<UFortWaterInteractionComponent>(TEXT("WaterComponentName"));
this->bDummyProjectile = false;
this->bStopSimulatingOnHit = true;
this->TouchWaterBehavior = EProjectileWaterHitBehavior::Overlap;
this->bDisableCollisionOnStop = false;
this->bStoppedSimulatingDueToHit = false;
this->bReplicateStopSimulationLocation = false;
this->bReplicateStopSimulationLocationOptimized = false;
this->bClientInterpMovement = true;
this->bClientInterpRotation = false;
this->bUseClientsidePrediction = false;
this->bIsPredictedProjectile = false;
this->bAutoSelectAttachedForInterp = true;
this->bFiredWhileTargeting = false;
this->ResumeSimulationCount = 0;
this->SyncId = 0;
this->WeaponResponseType = EFortBaseWeaponDamage::Environmental;
this->CachedPassByPawn = NULL;
this->SkyTubeForceMultiplier = 1;
this->CurrentSkyTube = NULL;
this->BulletWhipTrackerComponentClass = NULL;
this->bResetOverlapRestrictionsOnBounce = false;
this->MaxLifespanOnStop = 1;
this->BulletWhipTrackerComponent = NULL;
}