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https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
89 lines
3.1 KiB
C++
89 lines
3.1 KiB
C++
#include "FortProjectileMovementComponent.h"
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#include "Net/UnrealNetwork.h"
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void UFortProjectileMovementComponent::SetWaterInteractionComponent(UFortWaterInteractionComponent* WaterComponent) {
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}
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void UFortProjectileMovementComponent::SetVelocity(const FVector& InReplicatedVelocity) {
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}
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void UFortProjectileMovementComponent::SetReplicatedAutoRegisterUpdatedComponent(const bool bInReplicatedAutoRegisterUpdatedComponent) {
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}
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void UFortProjectileMovementComponent::SetHomingTurnSpeedMin(float NewHomingTurnSpeedMin) {
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}
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void UFortProjectileMovementComponent::SetHomingTurnSpeedMax(float NewHomingTurnSpeedMax) {
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}
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void UFortProjectileMovementComponent::SetHomingTimeUntilMaxTurnSpeed(float NewTimeUntilMax) {
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}
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void UFortProjectileMovementComponent::SetHomingTargetPosition(const FVector& HomingTargetPosition) {
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}
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void UFortProjectileMovementComponent::SetHomingTargetOffset(const FVector& NewHomingOffset) {
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}
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void UFortProjectileMovementComponent::SetHomingTarget(AActor* HomingTarget) {
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}
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void UFortProjectileMovementComponent::SetHomingStyle(EFortHomingStyle NewHomingStyle, bool ResetHomingTurnSpeedTimer) {
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}
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void UFortProjectileMovementComponent::SetHomingLockTargetDistanceThreshold(float NewDistanceThreshold) {
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}
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void UFortProjectileMovementComponent::SetHomingLaserTargetDistance(float NewDistance) {
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}
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void UFortProjectileMovementComponent::SetHomingData(const FProjectileHomingData& NewHomingData) {
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}
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void UFortProjectileMovementComponent::SetDesiredDirection(const FVector& Direction) {
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}
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void UFortProjectileMovementComponent::SetAccelerationMagnitude(const float InAccelerationMagnitude) {
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}
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void UFortProjectileMovementComponent::OnRep_ReplicatedVelocity() {
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}
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void UFortProjectileMovementComponent::OnRep_ReplicatedAutoRegisterUpdatedComponent() {
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}
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void UFortProjectileMovementComponent::OnRep_HomingData() {
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}
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void UFortProjectileMovementComponent::OnRep_FortStopSimulatingRepData() {
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}
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EFortHomingStyle UFortProjectileMovementComponent::GetInitalHomingStyle() const {
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return EFortHomingStyle::None;
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}
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void UFortProjectileMovementComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortProjectileMovementComponent, HomingData);
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DOREPLIFETIME(UFortProjectileMovementComponent, bReplicatedAutoRegisterUpdatedComponent);
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DOREPLIFETIME(UFortProjectileMovementComponent, DesiredDirection);
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DOREPLIFETIME(UFortProjectileMovementComponent, AccelerationMagnitude);
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DOREPLIFETIME(UFortProjectileMovementComponent, ReplicatedVelocityData);
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DOREPLIFETIME(UFortProjectileMovementComponent, FortStopSimulatingRepData);
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}
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UFortProjectileMovementComponent::UFortProjectileMovementComponent() {
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InitialHomingStyle = EFortHomingStyle::None;
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bHasHomedTowardTarget = false;
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bSetInitialLocAndDir = false;
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bReplicatedAutoRegisterUpdatedComponent = true;
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bReplicateStopSimulating = false;
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HomingLaserTargetDistance = 1;
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HomingTravelTime = 1;
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HomingOverrideSpeed = 1;
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AccelerationMagnitude = 1;
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WaterInteractionComponent = NULL;
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}
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