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ACatapult

#include <Catapult.h>

Inherits from ASiegeEngine, ILoadItemInterface, ATBLCharacterBase, IReplicatedSubobjectInterface, IDamagerInterface, ACharacter, ISignificanceInterface

Public Functions

Name
ACatapult()
void BroadcastFireNoDriver()
void CatapultLoadItem(AInventoryItem * Item, ATBLCharacter * Initiator)
void EventUsePressed(APawn * InPawn, UInteractableComponent * InInteractable)
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
UPrimitiveComponent * GetLoadVolume()
UPrimitiveComponent * GetReloadCollision()
UPrimitiveComponent * GetSpoonCollision()
bool IsInteractable() const
bool IsPackaged() const
bool IsPushable() const
void K2_OnCatapultStateChanged([[ECatapultState]] State, [[ECatapultState]] PreviousState)
void OnFire()
void OnRep_CatapultState([[ECatapultState]] PreviousState)
void OnRep_ChargePercent()
void OnRep_LoadedAmmo()
void OnRep_RotationSpeed()
void ReloadPressed()
void ReloadReleased()
void RemoveAttachedItem(AInventoryItem * Item)
void SetCatapultState([[ECatapultState]] State)

Protected Functions

Name
bool CanLoad(AInventoryItem * Item)
void ClientOnFire()
bool IsCatapultRock(AInventoryItem * Item)
void OnDamageTaken(const FDamageTakenEvent & Event)
void OnHealthChanged(float Amount, AActor * Initiator)
void OnItemPickup(AInventoryItem * Item, bool IsAddedToInventory)
void OnKilled(const FDeathDamageTakenEvent & Event)
void OnLoadVolumeBeginOverlap(UPrimitiveComponent * OverlappedComponent, AActor * Other, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [[FHitResult]] & OverlapInfo)
void OnLoadVolumeEndOverlap(UPrimitiveComponent * OverlappedComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex)
void OnPushableActivated(bool IsActive)
void OnReloadCollision(UPrimitiveComponent * OverlappedComponent, AActor * Other, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [[FHitResult]] & OverlapInfo)
void OnRep_Broken()
void ReadyToFire()
void ServerFirePressed()
void ServerFireReleased()
void ServerReloadPressed()
void ServerReloadReleased()
void SetBroken(bool bInBroken)

Public Attributes

Name
UAbilitiesComponent * Abilities
TSubclassOf< UAnimInstance > AnimationBlueprint
TArray< AInventoryItem * > AttachedItems
float AutoLoadFacingAngle
float BaseTurnRate
UAnimationAsset * BrokenAnimation
USkeletalMesh * BrokenMesh
UParticleSystem * BrokenParticle
FProjectileSounds CatapultProjectileSoundOverride
int32 ChargeIncrements
float ChargePercent
FSiegeEngineDamageSounds DamageSounds
USkeletalMesh * DamagedMesh
float DamagedThreshold
UPhysicsAsset * DestroyedPhysAsset
TArray< UAkAudioEvent * > FiringSounds
USkeletalMesh * HealthyMesh
uint8 IsBeingRotated
UAkAudioEvent * ItemLoadedSound
AInventoryItem * LastLoadedAmmo
AInventoryItem * LoadedAmmo
TWeakObjectPtr< ATBLPlayerState > LoadedAmmoInstigator
FName LoadedAmmoSocketName
float MaxDrawStrength
float MinChargeTime
float MinChargeToFire
float MinDrawStrength
UInteractableComponent * MountInteractable
UAkAudioEvent * MountSound
float NextChargeIncrement
FOnCatapultDamagedMeshApplied OnCatapultDamagedMeshApplied
FCatapultFireNoDriver OnCatapultFireNoDriver
FOnCatapultKilled OnCatapultKilled
FCatapultStateChanged OnCatapultStateChanged
FCatapultChargePercentChanged OnChargePercentChanged
FOnCatapultRepaired OnRepaired
UAkAudioEvent * PlayReloadLoopSound
UAkAudioEvent * PlayTurnLoopSound
float PreviousChargeIncrement
UPhysicsAsset * PushablePhysAsset
UPushingComponent * PushingComponent
int32 PushingPriority
UAkAudioEvent * ReadyToFireSound
float RemainingChargeTime
URepairableComponent * Repairable
UPhysicsAsset * StationaryPhysAsset
UStatsComponent * Stats
UAkAudioEvent * StopReloadLoopSound
UAkAudioEvent * StopTurnLoopSound
TArray< TSubclassOf< AInventoryItem > > WhitelistAmmoItemTypes
bool bEnforceYawRotationLimitOnCatapult
bool bFocusHeld
bool bIsCharging
bool bIsFiring
bool bIsUnwinding
bool bOverrideDrawStrength
bool bReloadHeld

Protected Attributes

Name
TWeakObjectPtr< ATBLCharacter > BlockedAutoLoadCharacter
[[ECatapultState]] CatapultState
int32 HorizLockId
FVector_NetQuantize10 InitialRotation
FRotator LastAimRotation
FProjectileSounds LoadedAmmoProjectileBackupSounds
TArray< USceneComponent * > LoadingComponentList
TArray< ATBLCharacter * > OverlappingCharacters
int32 VertLockId
bool bIsBroken
bool bReplicatedIsBroken

Updated on 2025-01-21 at 09:02:23 +0100