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hub / github.com/DruidMech/MultiplayerCourseBlasterGame / EWeaponState

Class EWeaponState

Source/Blaster/Weapon/Weapon.h:12–213  ·  view source on GitHub ↗

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10
11UENUM(BlueprintType)
12enum class EWeaponState : uint8
13{
14 EWS_Initial UMETA(DisplayName = "Initial State"),
15 EWS_Equipped UMETA(DisplayName = "Equipped"),
16 EWS_EquippedSecondary UMETA(DisplayName = "Equipped Secondary"),
17 EWS_Dropped UMETA(DisplayName = "Dropped"),
18
19 EWS_MAX UMETA(DisplayName = "DefaultMAX")
20};
21
22UENUM(BlueprintType)
23enum class EFireType : uint8
24{
25 EFT_HitScan UMETA(DisplayName = "Hit Scan Weapon"),
26 EFT_Projectile UMETA(DisplayName = "Projectile Weapon"),
27 EFT_Shotgun UMETA(DisplayName = "Shotgun Weapon"),
28
29 EFT_MAX UMETA(DisplayName = "DefaultMAX")
30};
31
32UCLASS()
33class BLASTER_API AWeapon : public AActor
34{
35 GENERATED_BODY()
36
37public:
38 AWeapon();
39 virtual void Tick(float DeltaTime) override;
40 virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
41 virtual void OnRep_Owner() override;
42 void SetHUDAmmo();
43 void ShowPickupWidget(bool bShowWidget);
44 virtual void Fire(const FVector& HitTarget);
45 virtual void Dropped();
46 void AddAmmo(int32 AmmoToAdd);
47 FVector TraceEndWithScatter(const FVector& HitTarget);
48 /**
49 * Textures for the weapon crosshairs
50 */
51
52 UPROPERTY(EditAnywhere, Category = Crosshairs)
53 class UTexture2D* CrosshairsCenter;
54
55 UPROPERTY(EditAnywhere, Category = Crosshairs)
56 UTexture2D* CrosshairsLeft;
57
58 UPROPERTY(EditAnywhere, Category = Crosshairs)
59 UTexture2D* CrosshairsRight;
60
61 UPROPERTY(EditAnywhere, Category = Crosshairs)
62 UTexture2D* CrosshairsTop;
63
64 UPROPERTY(EditAnywhere, Category = Crosshairs)
65 UTexture2D* CrosshairsBottom;
66
67 /**
68 * Zoomed FOV while aiming
69 */

Callers

nothing calls this directly

Calls 1

AWeaponClass · 0.50

Tested by

no test coverage detected