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

83 lines
2.4 KiB
C++

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