mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-27 03:53:25 +00:00
127 lines
3.3 KiB
C++
127 lines
3.3 KiB
C++
#include "FortHeldObjectComponent.h"
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#include "Net/UnrealNetwork.h"
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void UFortHeldObjectComponent::TurnOnCollisionSettings() {
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}
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void UFortHeldObjectComponent::TurnOffCollisionSettings() {
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}
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void UFortHeldObjectComponent::ThrownObjectStopped(const FHitResult& ImpactResult) {
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}
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void UFortHeldObjectComponent::ThrowHeldObject(const FVector& DetachLocation, const FRotator& ThrowDirection) {
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}
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void UFortHeldObjectComponent::SetMeshComponent(UMeshComponent* InMeshComponent) {
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}
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void UFortHeldObjectComponent::PlaceHeldObject() {
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}
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void UFortHeldObjectComponent::PickupHeldObject(AFortPlayerPawn* PlayerPawn) {
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}
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void UFortHeldObjectComponent::OnWeaponUnequipped() {
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}
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void UFortHeldObjectComponent::OnThrowComplete() {
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}
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void UFortHeldObjectComponent::OnRep_UsePreviewMaterial() {
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}
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void UFortHeldObjectComponent::OnRep_OwningPawn(AFortPlayerPawn* LastOwningPawn) {
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}
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void UFortHeldObjectComponent::OnRep_bCollisionBlockedByPawns() {
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}
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bool UFortHeldObjectComponent::IsUnheld() const {
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return false;
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}
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bool UFortHeldObjectComponent::IsThrown() const {
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return false;
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}
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bool UFortHeldObjectComponent::IsPlaced() const {
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return false;
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}
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bool UFortHeldObjectComponent::IsHeld() const {
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return false;
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}
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bool UFortHeldObjectComponent::IsDropped() const {
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return false;
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}
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void UFortHeldObjectComponent::HandleOwnerDestroyed(AActor* DestroyedActor) {
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}
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void UFortHeldObjectComponent::HandleOwnerAsBuildingActorDestroyed(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
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}
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float UFortHeldObjectComponent::GetSweptTraceRadius() const {
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return 0.0f;
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}
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UMeshComponent* UFortHeldObjectComponent::GetMeshComponent() const {
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return NULL;
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}
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float UFortHeldObjectComponent::GetMaxSpeed() const {
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return 0.0f;
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}
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AFortPlayerPawn* UFortHeldObjectComponent::GetInstigator() const {
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return NULL;
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}
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float UFortHeldObjectComponent::GetGravityZ() const {
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return 0.0f;
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}
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float UFortHeldObjectComponent::GetGravityScale() const {
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return 0.0f;
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}
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bool UFortHeldObjectComponent::GetBlocksVehicleDriverSeat() const {
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return false;
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}
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void UFortHeldObjectComponent::DropHeldObject() {
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}
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bool UFortHeldObjectComponent::CanInteract(const AFortPlayerPawn* RequestingPawn) {
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return false;
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}
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void UFortHeldObjectComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortHeldObjectComponent, bUsePreviewMaterial);
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DOREPLIFETIME(UFortHeldObjectComponent, bCollisionBlockedByPawns);
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DOREPLIFETIME(UFortHeldObjectComponent, HeldObjectState);
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DOREPLIFETIME(UFortHeldObjectComponent, OwningPawn);
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DOREPLIFETIME(UFortHeldObjectComponent, ObjectPickupRotation);
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}
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UFortHeldObjectComponent::UFortHeldObjectComponent() {
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PlayerAttachmentScaleRule = EAttachmentRule::KeepRelative;
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bBlocksVehicleDriverSeat = true;
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bApplyAngularImpulseOnThrow = false;
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PlacementPreviewClass = NULL;
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bUsePreviewMaterial = false;
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bCollisionBlockedByPawns = false;
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bDroppedFromWeaponSwap = false;
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HeldObjectState = EHeldObjectState::Unheld;
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OwningPawn = NULL;
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ProjectileMovementComponent = NULL;
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PhysicsObjectComponent = NULL;
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ReferenceMeshComponent = NULL;
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PlacementPreviewActor = NULL;
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}
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