mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
59 lines
1.8 KiB
C++
59 lines
1.8 KiB
C++
#include "FortVehicleSeatWeaponComponent.h"
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#include "Net/UnrealNetwork.h"
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void UFortVehicleSeatWeaponComponent::OnRep_ShotsFired() {
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}
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void UFortVehicleSeatWeaponComponent::OnRep_OverheatValueRepped() {
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}
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AActor* UFortVehicleSeatWeaponComponent::GetVehicle() const {
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return NULL;
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}
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float UFortVehicleSeatWeaponComponent::GetOverheatScaler() {
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return 0.0f;
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}
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float UFortVehicleSeatWeaponComponent::GetOverheatingMaxValue() const {
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return 0.0f;
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}
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float UFortVehicleSeatWeaponComponent::GetCurrentOverheatValue() {
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return 0.0f;
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}
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void UFortVehicleSeatWeaponComponent::EquipVehicleWeapon(AFortPawn* FortPawn, FWeaponSeatDefinition& WeaponSeatDefinition, int32 ItemLevel) {
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}
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void UFortVehicleSeatWeaponComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UFortVehicleSeatWeaponComponent, OverheatValueRepped);
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DOREPLIFETIME(UFortVehicleSeatWeaponComponent, bWeaponEquipped);
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DOREPLIFETIME(UFortVehicleSeatWeaponComponent, ActorBase);
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DOREPLIFETIME(UFortVehicleSeatWeaponComponent, ShotsFired);
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DOREPLIFETIME(UFortVehicleSeatWeaponComponent, bWeaponOverheatDataHasBeenCached);
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DOREPLIFETIME(UFortVehicleSeatWeaponComponent, CachedWeaponOverheatData);
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DOREPLIFETIME(UFortVehicleSeatWeaponComponent, CachedWeaponState);
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}
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UFortVehicleSeatWeaponComponent::UFortVehicleSeatWeaponComponent() {
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ActiveSeatIdx = 0;
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CachedWeapon = NULL;
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CachedWeaponDef = NULL;
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CachedOverheatMax = 1;
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CachedOverheatValue = 1;
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OverheatValueRepped = 1;
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bWeaponEquipped = false;
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bUseVehicleOrientationForShootingCone = false;
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bControlledByMultipleSeats = false;
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ActorBase = NULL;
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bReadyToSleep = true;
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ShotsFired = 0;
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bWeaponOverheatDataHasBeenCached = false;
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bSaveAndRestoreWeaponData = false;
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}
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