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#pragma once | |
#include "GameFramework/Actor.h" | |
#include "Weapon.generated.h" | |
class ABaseCharacter; | |
class AProjectile; | |
class UAnimMontage; | |
class USceneComponent; | |
class UTexture2D; |
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UCLASS() | |
class AServerGameMode : public ABaseGameMode | |
{ | |
GENERATED_BODY() | |
public: | |
AServerGameMode(); | |
UFUNCTION(BlueprintCallable) |
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// Sets default values | |
ASpawnVolume::ASpawnVolume() | |
{ | |
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. | |
PrimaryActorTick.bCanEverTick = false; | |
if (Role == ROLE_Authority) | |
{ | |
WhereToSpawn = CreateDefaultSubobject<UBoxComponent>(TEXT("SpawnVolume")); | |
RootComponent = WhereToSpawn; |
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Log file open, 01/23/19 17:20:10 | |
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126) | |
LogWindows: File 'aqProf.dll' does not exist | |
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126) | |
LogWindows: File 'VtuneApi.dll' does not exist | |
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126) | |
LogWindows: File 'VtuneApi32e.dll' does not exist | |
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default. | |
LogInit: Display: Running engine for game: OpenGhosts | |
LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending |
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<?xml version="1.0" encoding="UTF-8"?> | |
<FGenericCrashContext> | |
<RuntimeProperties> | |
<CrashVersion>3</CrashVersion> | |
<CrashGUID>UE4CC-Windows-B08B3EF049B35EEE69B1EDAB689C6843_0000</CrashGUID> | |
<ProcessId>20084</ProcessId> | |
<IsInternalBuild>false</IsInternalBuild> | |
<IsPerforceBuild>false</IsPerforceBuild> | |
<IsSourceDistribution>false</IsSourceDistribution> | |
<IsEnsure>false</IsEnsure> |
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void ABaseGameMode::EndCurrentDetailedMatchState() | |
{ | |
switch (myDetailedMatchState) | |
{ | |
case EMatchState::WaitingPostMatch: | |
RestartGame(); | |
return; | |
case EMatchState::WaitingToStart: | |
if (ReadyToStartMatch()) | |
StartMatch(); |
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FTimerDelegate TimerDel; | |
FTimerHandle TimerHandle; | |
void ABaseCharacter::StartFire() | |
{ | |
if(myWeapon->auto_fire) | |
{ | |
//start timer until fire released | |
GetWorldTimerManager().SetTimer(TimerHandle,this, &ABaseCharacter::FireWeapon, myWeapon->auto_fire_rate, true,0); | |
} |
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void ABaseCharacter::FireWeapon() | |
{ | |
ABasePlayerController* controller = Cast<ABasePlayerController>(Controller); | |
if (!controller || !controller->IsGameInputAllowed()) | |
return; | |
FHitResult OutHit; | |
FVector start = myCamera->GetComponentLocation(); | |
FVector end = start + myCamera->GetForwardVector() * 100000.0f; | |
FCollisionQueryParams CollisionParams; | |
CollisionParams.AddIgnoredActor(this); |
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void ABaseCharacter::StartFire() | |
{ | |
ABasePlayerController* controller = Cast<ABasePlayerController>(Controller); | |
if (!controller || !controller->IsGameInputAllowed()) | |
return; | |
// TODO this will need tweaking for high latency situations (client decision only for now) | |
if (myWeapon) | |
{ | |
FHitResult OutHit; |
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// | |
// Source code recreated from a .class file by IntelliJ IDEA | |
// (powered by Fernflower decompiler) | |
// | |
import java.awt.AlphaComposite; | |
import java.awt.BasicStroke; | |
import java.awt.BorderLayout; | |
import java.awt.CardLayout; | |
import java.awt.Color; |