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

52 lines
1.8 KiB
C++

#include "FortVehicleAimingWeaponComp.h"
#include "Net/UnrealNetwork.h"
void UFortVehicleAimingWeaponComp::OnRep_TargetLocalAimOrientationRepped() {
}
void UFortVehicleAimingWeaponComp::OnRep_TargetLocalAimOrientationCorrectedRepped() {
}
void UFortVehicleAimingWeaponComp::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortVehicleAimingWeaponComp, TargetLocalAimOrientationRepped);
DOREPLIFETIME(UFortVehicleAimingWeaponComp, TargetLocalAimOrientationCorrectedRepped);
}
UFortVehicleAimingWeaponComp::UFortVehicleAimingWeaponComp() {
bShouldResetCameraHorizontallyToBarrelWhenEntered = false;
bShouldResetCameraVerticallyToBarrelWhenEntered = true;
StartCameraResetToBarrelTime = 1;
bAllowCameraLocalVerticalRotationOnly = false;
AimBlendInSpeed = 1;
AimBlendOutSpeed = 1;
bSetDesiredPitchWhenUnmanned = false;
bSetDesiredYawWhenUnmanned = false;
bUseGlobalOnlyAiming = false;
RotCyclesPerFullTurnHoriz = 1;
RotCyclesPerFullTurnVert = 1;
bCorrectAimFromCameraToMuzzle = false;
YawDiffRemaining = 1;
PitchDiffRemaining = 1;
bInterpolateAimToDesired = true;
LastTickTime = 1;
TickCount = 0;
CameraAimBlendFactor = 1;
UnmannedDesiredPitch = 1;
UnmannedDesiredYaw = 1;
HorizAimRotDelta = 1;
VertAimRotDelta = 1;
AimSourceType = EFortAbilityTargetingSource::Camera;
bPlayerEnteredThisFrame = false;
bApplyOwnerRotationToAimWhenUnmanned = false;
MaxYawPerSecondThreshold = 1;
MaxPitchPerSecondThreshold = 1;
PitchConstraintAngleOffset = 1;
AimInterpSpeed = 1;
InitialCameraInterpSpeed = 1;
InitialCameraLerpTime = 1;
MinDistanceForCorrection = 1;
}