Advertisement
Guest User

Untitled

a guest
Dec 30th, 2015
113
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 1.26 KB | None | 0 0
  1. // Fill out your copyright notice in the Description page of Project Settings.
  2.  
  3. #pragma once
  4.  
  5. #include "GameFramework/Actor.h"
  6. #include "Projectile.generated.h"
  7.  
  8. UCLASS()
  9. class GAME_API AProjectile : public AActor
  10. {
  11.     GENERATED_BODY()
  12.     virtual void PostInitializeComponents() override;
  13.     UFUNCTION()
  14.         void OnImpact(const FHitResult& HitResult);
  15. public:
  16.     UFUNCTION(BlueprintImplementableEvent, Category = "Projectile")
  17.         void spawnDecal();
  18.     UPROPERTY(EditDefaultsOnly, Category = WeaponStat)
  19.         FString DamageType;
  20.     UPROPERTY(EditDefaultsOnly, Category = Projectile)
  21.         float ProjectileLife;
  22.     UPROPERTY(EditDefaultsOnly, Category = Projectile)
  23.         int32 ProjectileDamage;
  24.     UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
  25.         UProjectileMovementComponent* MovementComp;
  26.     UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
  27.         USphereComponent* CollisionComp;
  28.     // Sets default values for this actor's properties
  29.     AProjectile();
  30.     FVector GetAdjustedAim();
  31.     // Called when the game starts or when spawned
  32.     virtual void BeginPlay() override;
  33.     void InitVelocity(FVector& ShootDirection);
  34.     // Called every frame
  35.     virtual void Tick( float DeltaSeconds ) override;
  36.  
  37. protected:
  38.     virtual void PostNetReceiveVelocity(const FVector& NewVelocity) override;
  39.    
  40.    
  41. };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement