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27 lines
1.3 KiB
C++
27 lines
1.3 KiB
C++
#include "FortAbilityTask_SpawnProjectileAndWait.h"
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#include "Templates/SubclassOf.h"
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UFortAbilityTask_SpawnProjectileAndWait* UFortAbilityTask_SpawnProjectileAndWait::SpawnProjectileAndWait(UGameplayAbility* OwningAbility, TSubclassOf<AFortProjectileBase> Class, AActor* NewRequestedBy, const FVector& NewSpawnLocation, const FRotator& NewSpawnRotation, const FRotator& NewSpawnDirection, float NewInitialSpeed, FFortGameplayEffectContainerSpec NewEffectContainerSpecToApplyOnHit, FFortGameplayEffectContainerSpec NewEffectContainerSpecToApplyOnExplode, float NewGravityScale, AActor* NewHomingTarget, bool bAllowProjectileSpawnWhenDead, bool bAllowProjectileSpawnWhenDBNO) {
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return NULL;
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}
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void UFortAbilityTask_SpawnProjectileAndWait::OnProjectileDestroyed(AActor* DestroyedActor) {
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}
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void UFortAbilityTask_SpawnProjectileAndWait::FinishSpawningActor(UGameplayAbility* OwningAbility, AFortProjectileBase* SpawnedActor) {
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}
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bool UFortAbilityTask_SpawnProjectileAndWait::BeginSpawningActor(UGameplayAbility* OwningAbility, TSubclassOf<AFortProjectileBase> Class, AFortProjectileBase*& SpawnedActor) {
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return false;
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}
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UFortAbilityTask_SpawnProjectileAndWait::UFortAbilityTask_SpawnProjectileAndWait() {
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RequestedBy = NULL;
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InitialSpeed = 1;
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GravityScale = 1;
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HomingTarget = NULL;
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bAllowSpawnWhenDead = false;
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bAllowSpawnWhenDBNO = false;
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}
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