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https://github.com/FortniteModdingHub/FNGameProj.git
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60 lines
2.1 KiB
C++
60 lines
2.1 KiB
C++
#include "FortPhysicsObjectComponent.h"
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void UFortPhysicsObjectComponent::WakeUp() {
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}
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void UFortPhysicsObjectComponent::SetSimulatePhysics(bool bSimulate) {
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}
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void UFortPhysicsObjectComponent::SetPhysicsPreset(const UFortPhysicsObjectPreset* InPhysicsPreset) {
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}
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void UFortPhysicsObjectComponent::SetLinearVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName) {
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}
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void UFortPhysicsObjectComponent::SetAngularVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName) {
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}
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void UFortPhysicsObjectComponent::PutToSleep() {
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}
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bool UFortPhysicsObjectComponent::IsAwake() const {
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return false;
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}
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void UFortPhysicsObjectComponent::InitializePhysics(UPrimitiveComponent* PrimitiveComponent) {
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}
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void UFortPhysicsObjectComponent::HandleSimulatingComponentWake(UPrimitiveComponent* WakingComponent, FName BoneName) {
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}
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void UFortPhysicsObjectComponent::HandleSimulatingComponentSleep(UPrimitiveComponent* SleepingComponent, FName BoneName) {
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}
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void UFortPhysicsObjectComponent::HandleSimulatingComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) {
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}
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void UFortPhysicsObjectComponent::HandleSimulatingComponentBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
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}
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UPrimitiveComponent* UFortPhysicsObjectComponent::GetSimulatingComponent() const {
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return NULL;
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}
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void UFortPhysicsObjectComponent::ClientBroadcastHitDetection_Implementation(AController* EventInstigator, float Radius, float Relevancy, const FVector HalfPoints, const FVector DoublePoints) {
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}
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void UFortPhysicsObjectComponent::BroadcastLinearVelocity_Implementation(FVector NewVel, bool bAddToCurrent, FName BoneName) {
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}
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void UFortPhysicsObjectComponent::BroadcastAngularVelocity_Implementation(FVector NewVel, bool bAddToCurrent, FName BoneName) {
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}
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UFortPhysicsObjectComponent::UFortPhysicsObjectComponent() {
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PhysicsPreset = NULL;
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bInitializeUsingRootComponent = true;
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SimulatingComponent = NULL;
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BuoyancyComponent = NULL;
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}
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