mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
214 lines
6.4 KiB
C++
214 lines
6.4 KiB
C++
#include "FortPhysicsPawnObject.h"
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#include "Components/StaticMeshComponent.h"
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#include "FortDamageSet.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void AFortPhysicsPawnObject::WakeUpOnGroundDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) {
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}
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void AFortPhysicsPawnObject::WakeUp() {
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}
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void AFortPhysicsPawnObject::UpdateClientWithPhysicsObjectTestInput_Implementation(FVector LinearVelocity, FVector AngularVelocity) {
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}
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void AFortPhysicsPawnObject::TurnOffClientPrediction() {
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}
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AFortPhysicsPawnObject* AFortPhysicsPawnObject::SpawnPhysicsPawnObject(const UObject* WorldContextObject, TSubclassOf<AFortPhysicsPawnObject> ActorClass, const FTransform& Transform, const FPhysicsPawnObjectInitialParameters& NewInitialParameters) {
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return NULL;
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}
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void AFortPhysicsPawnObject::SetPropDestructionParams(TArray<TSubclassOf<ABuildingActor>> InBuildingPropClassesPhysicsObjectCanDestroy, TArray<UBuildingEditModeMetadata*> InWallsPhysicsObjectCanDestroy) {
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}
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void AFortPhysicsPawnObject::SetImpulseResponseZBias(const float ZBias) {
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}
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void AFortPhysicsPawnObject::SetImpulseResponseMultiplier(const float Multiplier) {
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}
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void AFortPhysicsPawnObject::SetHealthPercent(float Percent) {
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}
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void AFortPhysicsPawnObject::SetDyingPhysics() {
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}
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void AFortPhysicsPawnObject::ServerBroadcastHitFromClient_Implementation(APlayerController* HittingController, APawn* HittingPawn, const FVector& VelocityOfHitter, const FVector& HitNormal, const FTimeStampedPhysicsPawnState& ClientBallState) {
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}
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void AFortPhysicsPawnObject::ServerBroadcastHit_Implementation(APawn* ImpulseInstigator, const FVector ImpactPoint, const FVector ImpulseValue) {
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}
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void AFortPhysicsPawnObject::SendClientStateToServer_Helper() {
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}
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void AFortPhysicsPawnObject::OnRep_SurfaceTypePhysicsObjectOn(TEnumAsByte<EPhysicalSurface> PreviousSurfaceOn) {
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}
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void AFortPhysicsPawnObject::OnRep_PendingDeath() {
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}
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void AFortPhysicsPawnObject::OnRep_LastServerConfirmedHit() {
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}
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void AFortPhysicsPawnObject::OnRep_InitialParameters() {
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}
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void AFortPhysicsPawnObject::OnRep_HealthSet() {
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}
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void AFortPhysicsPawnObject::OnRep_CurrentServerPhysicsState() {
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}
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void AFortPhysicsPawnObject::OnRep_CorrectTargetOrientation() {
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}
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void AFortPhysicsPawnObject::OnRep_AbilitySystemComponent() {
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}
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void AFortPhysicsPawnObject::OnPxComponentWake(UPrimitiveComponent* WakingComponent, FName BoneName) {
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}
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float AFortPhysicsPawnObject::ModifyIncomingDamage(float Damage, const FGameplayTagContainer& InTags, const FGameplayEffectContextHandle& EffectContext, AController* EventInstigator, AActor* DamageCauser) {
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return 0.0f;
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}
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bool AFortPhysicsPawnObject::IsScrapingSidesOrTop() const {
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return false;
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}
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bool AFortPhysicsPawnObject::IsInWater() const {
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return false;
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}
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bool AFortPhysicsPawnObject::IsInAir() const {
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return false;
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}
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bool AFortPhysicsPawnObject::IsCorrectingOrientation() const {
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return false;
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}
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bool AFortPhysicsPawnObject::IsAsleep() const {
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return false;
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}
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bool AFortPhysicsPawnObject::HasPermissionToAlterBuildings() const {
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return false;
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}
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FVector AFortPhysicsPawnObject::GetPreviousLinearVelocity() const {
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return FVector{};
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}
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FVector AFortPhysicsPawnObject::GetPreviousLinearAcceleration() const {
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return FVector{};
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}
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float AFortPhysicsPawnObject::GetPreviousForwardSpeedKmh() const {
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return 0.0f;
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}
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FVector AFortPhysicsPawnObject::GetPhysicsObjectVelocity() const {
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return FVector{};
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}
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float AFortPhysicsPawnObject::GetMaxHealth() const {
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return 0.0f;
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}
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float AFortPhysicsPawnObject::GetHealth() const {
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return 0.0f;
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}
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float AFortPhysicsPawnObject::GetForwardSpeedKmh() const {
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return 0.0f;
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}
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FString AFortPhysicsPawnObject::GetDisplayName() const {
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return TEXT("");
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}
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void AFortPhysicsPawnObject::GameplayCue_Damage(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters) {
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}
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void AFortPhysicsPawnObject::DrawServerAndClientBallPosition_Implementation(const FVector ServerPosition) {
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}
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void AFortPhysicsPawnObject::DestroyPhysicsObject() {
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}
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void AFortPhysicsPawnObject::DebugDrawImpactBucket_Implementation(FVector Location, FVector ImpactVector, FColor Color) {
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}
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bool AFortPhysicsPawnObject::CanTeleport() const {
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return false;
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}
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bool AFortPhysicsPawnObject::CanCorrectOrientation(AFortPawn* FP) const {
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return false;
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}
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void AFortPhysicsPawnObject::ApplyPredictedImpulseFromPawnHitClient(const FVector& VelocityOfHitter, const FVector& NormalTowardObject, APawn* HittingPawn) {
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}
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void AFortPhysicsPawnObject::ApplyImpulseFromPawnHit(const FVector& VelocityOfHitter, const FVector& NormalTowardObject, APawn* HittingPawn) {
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}
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void AFortPhysicsPawnObject::ApplyImpulse(AActor* ImpulseInstigator, const FVector& ImpulseToApply) {
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}
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void AFortPhysicsPawnObject::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortPhysicsPawnObject, CorrectTargetOrientation);
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DOREPLIFETIME(AFortPhysicsPawnObject, AbilitySystemComponent);
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DOREPLIFETIME(AFortPhysicsPawnObject, HealthSet);
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DOREPLIFETIME(AFortPhysicsPawnObject, bPendingDeath);
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DOREPLIFETIME(AFortPhysicsPawnObject, SurfaceTypePhysicsObjectOn);
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DOREPLIFETIME(AFortPhysicsPawnObject, CurrentServerPhysicsState);
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DOREPLIFETIME(AFortPhysicsPawnObject, LastServerConfirmedHit);
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DOREPLIFETIME(AFortPhysicsPawnObject, InitialParameters);
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}
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AFortPhysicsPawnObject::AFortPhysicsPawnObject() {
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PhysicsMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PhysicsMeshComponent"));
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VisibleMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisibleMeshComponent"));
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PrimarySurfaceType = SurfaceType_Default;
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WeaponResponseType = EFortBaseWeaponDamage::Combat;
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bShowDamageNumbers = true;
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bPlayDamageAudio = false;
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ImpulseResponseMultiplier = 1;
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ImpulseResponseZBias = 1;
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CachedSpeed = 1;
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DefaultHitNotifyAudioBank = NULL;
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LifespanAfterDeath = 1;
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bPlayedDying = false;
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LastDamagedTime = 1;
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PlayerCollisionGameplayEffect = NULL;
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AbilitySystemComponent = NULL;
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HealthSet = NULL;
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ImpulseResponseSet = NULL;
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DamageSet = CreateDefaultSubobject<UFortDamageSet>(TEXT("DamageSet"));
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HealthBarIndicator = NULL;
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bPendingDeath = false;
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SurfaceTypePhysicsObjectOn = SurfaceType_Default;
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StartupAbilitySet = NULL;
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}
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