| 10 | |
| 11 | UENUM(BlueprintType) |
| 12 | enum 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 | |
| 22 | UENUM(BlueprintType) |
| 23 | enum 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 | |
| 32 | UCLASS() |
| 33 | class BLASTER_API AWeapon : public AActor |
| 34 | { |
| 35 | GENERATED_BODY() |
| 36 | |
| 37 | public: |
| 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 | */ |