Files
FNGameProj/Source/FortniteGame/Private/BuildingGameplayActorSentry.cpp
T
2024-06-07 01:17:09 +02:00

65 lines
2.2 KiB
C++

#include "BuildingGameplayActorSentry.h"
#include "Components/StaticMeshComponent.h"
#include "Net/UnrealNetwork.h"
void ABuildingGameplayActorSentry::SetSentryState(EBuildingGameplayActorSentry_State InSentryState) {
}
void ABuildingGameplayActorSentry::SetPawnBeingTracked(AFortPawn* InPawnBeingTracked) {
}
void ABuildingGameplayActorSentry::OnRep_ExactIdleRotation() {
}
void ABuildingGameplayActorSentry::OnRep_CurrentSentryState() {
}
void ABuildingGameplayActorSentry::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABuildingGameplayActorSentry, CurrentSentryState);
DOREPLIFETIME(ABuildingGameplayActorSentry, PawnBeingTracked);
DOREPLIFETIME(ABuildingGameplayActorSentry, StartingIdleRotation);
DOREPLIFETIME(ABuildingGameplayActorSentry, IdleRotationDestination);
DOREPLIFETIME(ABuildingGameplayActorSentry, ExactIdleRotation);
}
ABuildingGameplayActorSentry::ABuildingGameplayActorSentry() {
CameraStaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CameraMesh"));
BaseStaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));
AngleRaysStaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("AngleRaysMesh"));
SpotLightComp = NULL;
bYawLimitWhileTracking = true;
bDoesNotRotate = false;
bLocateDamagerIfHitWhileIdle = true;
CurrentSentryState = EBuildingGameplayActorSentry_State::PassiveIdle;
PawnBeingTracked = NULL;
bIdleRotationStopped = false;
IdleRotationPauseTime = 1;
ReturnToIdlePauseTime = 1;
RotationRate = 1;
ReturnToIdleRotationRate = 1;
TrackingRotationRate = 1;
LocatingDamagerRotationRate = 1;
TrackingAdditionalZLook = 1;
bGoDormantAfterPassiveIdle = true;
bSetRayScaleOnTrackTick = false;
AngleRaysTrackingYScale = 1;
AngleRaysTrackingZScale = 1;
bBaseFollowsTargetRotation = false;
bWasIdleStopped = false;
bIdleRotatingRight = false;
LastNetworkReceiveTime = 1;
DisableTickAfterNoNetworkTrafficTime = 1;
SentryPitchClampMin = 1;
SentryPitchClampMax = 1;
SpotLightRadiusLerpSpeed = 1;
SpotLightOuterConeAngleLerpSpeed = 1;
}