2022-05-05 13:49:24 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Casing.generated.h"
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UCLASS()
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class BLASTER_API ACasing : public AActor
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{
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GENERATED_BODY()
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public:
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ACasing();
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protected:
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virtual void BeginPlay() override;
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2022-05-05 14:40:14 +00:00
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UFUNCTION()
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virtual void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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2022-05-05 13:49:24 +00:00
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private:
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UPROPERTY(VisibleAnywhere)
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UStaticMeshComponent* CasingMesh;
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2022-05-05 14:40:14 +00:00
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UPROPERTY(EditAnywhere)
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float ShellEjectionImpulseMin;
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UPROPERTY(EditAnywhere)
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float ShellEjectionImpulseMax;
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UPROPERTY(EditAnywhere)
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class USoundCue* ShellSound;
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2022-05-05 13:49:24 +00:00
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};
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