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

127 lines
3.3 KiB
C++

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