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UWeaponTracers

#include <WeaponTracers.h>

Inherits from UAssemblyInstance, UObject

Public Functions

Name
void ActivateAttackTracers()
void DoWeaponTracers()
void EndWeaponTracers()
void Initialize(AInventoryItem * Weapon, const UWeaponTracersBlueprint * SourceObj)
bool IsValid(AInventoryItem * Weapon) const
void StartWeaponTracers()
UWeaponTracers()

Protected Functions

Name
void CalcTracerPoints()
bool CheckTargetVisibility(AActor * Target)
void CopyPreviousFrame()
bool DidEarlyHit([[FHitResult]] & Hit, ATBLCharacter *& OutCharacter) const
bool DidHeadShot([[FHitResult]] & Hit) const
bool DidHitActor(AActor * HitActor) const
bool DidHitActorWithStats([[FHitResult]] & Hit, ATBLCharacter *& OutCharacter) const
bool DidHitCharacter([[FHitResult]] & Hit, ATBLCharacter *& OutCharacter) const
bool DidHitDeadCharacter([[FHitResult]] & Hit, ATBLCharacter *& OutCharacter) const
bool DidHitDeadHorse([[FHitResult]] & Hit, AHorse *& OutHorse) const
bool DidHitInventoryItem([[FHitResult]] & Hit, AInventoryItem *& OutInventoryItem) const
bool DidHitParryBox([[FHitResult]] & Hit, ATBLCharacter *& OutCharacter) const
bool DidHitWorld([[FHitResult]] & Hit, ATBLCharacter *& OutCharacter) const
bool DidReleaseClash([[FHitResult]] & Hit, ATBLCharacter *& OutCharacter) const
void DoTracerCollisionCheck()
void DrawDebugParryHit(FVector Loc)
void HandleEarlyHitCharacter([[FHitResult]] & Hit, ATBLCharacter * HitChar)
void HandleHitActorWithStats([[FHitResult]] & Hit)
bool HandleHitCharacter([[FHitResult]] & Hit, ATBLCharacter * HitChar)
void HandleHitDeadCharacter([[FHitResult]] & Hit, ATBLCharacter * HitChar)
void HandleHitDeadHorse([[FHitResult]] & Hit, AHorse * HitHorse)
void HandleHitInventoryItem([[FHitResult]] & Hit, AInventoryItem * HitInventoryItem)
bool HandleHitParry([[FHitResult]] & Hit, ATBLCharacter * HitChar)
void HandleHitWorld([[FHitResult]] & Hit, UTracerShape * TracerShape)
void HandleReleaseClash([[FHitResult]] & Hit, ATBLCharacter * HitChar)
bool IgnoreHitActorWithStats([[FHitResult]] & Hit)
void SaveHitActor(AActor * HitActor)
void SetTracerFrame()

Public Attributes

Name
TArray< UTracerType * > TracerList
bool bHasTracerCache
bool bOnlyParryTracers

Protected Attributes

Name
UTracerShape * CurrentTracerShape
UTracerType * CurrentTracers
TArray< AActor * > HitActorsThisFrame
FTracerCacheParams Params
TArray< AActor * > ParryActors
int32 TracerFrame
bool bTracerActive

Updated on 2025-01-21 at 09:02:25 +0100