mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
83 lines
2.4 KiB
C++
83 lines
2.4 KiB
C++
#include "FortPlayerParachute.h"
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#include "SkeletalMeshComponentBudgeted.h"
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#include "Particles/ParticleSystemComponent.h"
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#include "FortGliderAudioComponent.h"
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#include "Net/UnrealNetwork.h"
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void AFortPlayerParachute::SetChuteMeshVisibility(bool bParachuteVisiblity) {
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}
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void AFortPlayerParachute::OnRep_PlayerPawn() {
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}
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void AFortPlayerParachute::OnRep_ParachuteItemDef() {
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}
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void AFortPlayerParachute::OnParachuteTrailUpdated_Implementation(float MovementLengthSquared, float ForwardDot, float RightDot, float RotationalMovementAcceleration) {
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}
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bool AFortPlayerParachute::IsGliderFullyDeployedAccordingToAnim() const {
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return false;
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}
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void AFortPlayerParachute::InitalizeFromItemDef(const UAthenaGliderItemDefinition* InParachuteItemDef, bool bSynchronousLoad) {
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}
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UFXSystemComponent* AFortPlayerParachute::GetTrailVFXComponent() const {
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return NULL;
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}
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UFXSystemComponent* AFortPlayerParachute::GetTrailVFX2Component() const {
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return NULL;
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}
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USkeletalMeshComponent* AFortPlayerParachute::GetParachuteRootMesh() const {
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return NULL;
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}
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AFortPlayerPawn* AFortPlayerParachute::GetFortPlayerPawn() const {
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return NULL;
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}
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void AFortPlayerParachute::DisableTrailParticles() {
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}
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void AFortPlayerParachute::ApplyVariants() {
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}
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void AFortPlayerParachute::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortPlayerParachute, PlayerPawn);
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DOREPLIFETIME(AFortPlayerParachute, ParachuteItemDef);
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}
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AFortPlayerParachute::AFortPlayerParachute() {
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CurrentGliderOpenSound = NULL;
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CurrentGliderCloseSound = NULL;
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FortLayeredAudioComponentGlider = CreateDefaultSubobject<UFortGliderAudioComponent>(TEXT("FortLayeredAudioComponent0"));
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PlayerPawn = NULL;
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ParachuteItemDef = NULL;
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ParachuteHiddenAnimFinishTime = 1;
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bGliderFullyDeployed = false;
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bChuteOpened = false;
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bIsFrontEndPreview = false;
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bParachuteVisible = false;
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bActivateTrailOnRationalMovement = true;
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ParachuteTrailParameterName = TEXT("Moving");
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IsCosmeticPreview = false;
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bIsEtherealBackgroundPreview = false;
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TrailVFX = NULL;
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TrailVFX2 = NULL;
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ParachuteMesh = CreateDefaultSubobject<USkeletalMeshComponentBudgeted>(TEXT("ParachuteMesh0"));
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TrailParticles = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParachuteTrails0"));
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CurrentGliderPlayerAnimSet = NULL;
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bUsesDayPhaseChange = false;
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}
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