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

59 lines
1.8 KiB
C++

#include "FortVehicleSeatWeaponComponent.h"
#include "Net/UnrealNetwork.h"
void UFortVehicleSeatWeaponComponent::OnRep_ShotsFired() {
}
void UFortVehicleSeatWeaponComponent::OnRep_OverheatValueRepped() {
}
AActor* UFortVehicleSeatWeaponComponent::GetVehicle() const {
return NULL;
}
float UFortVehicleSeatWeaponComponent::GetOverheatScaler() {
return 0.0f;
}
float UFortVehicleSeatWeaponComponent::GetOverheatingMaxValue() const {
return 0.0f;
}
float UFortVehicleSeatWeaponComponent::GetCurrentOverheatValue() {
return 0.0f;
}
void UFortVehicleSeatWeaponComponent::EquipVehicleWeapon(AFortPawn* FortPawn, FWeaponSeatDefinition& WeaponSeatDefinition, int32 ItemLevel) {
}
void UFortVehicleSeatWeaponComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, OverheatValueRepped);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, bWeaponEquipped);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, ActorBase);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, ShotsFired);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, bWeaponOverheatDataHasBeenCached);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, CachedWeaponOverheatData);
DOREPLIFETIME(UFortVehicleSeatWeaponComponent, CachedWeaponState);
}
UFortVehicleSeatWeaponComponent::UFortVehicleSeatWeaponComponent() {
ActiveSeatIdx = 0;
CachedWeapon = NULL;
CachedWeaponDef = NULL;
CachedOverheatMax = 1;
CachedOverheatValue = 1;
OverheatValueRepped = 1;
bWeaponEquipped = false;
bUseVehicleOrientationForShootingCone = false;
bControlledByMultipleSeats = false;
ActorBase = NULL;
bReadyToSleep = true;
ShotsFired = 0;
bWeaponOverheatDataHasBeenCached = false;
bSaveAndRestoreWeaponData = false;
}