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QLWeapon.h
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64 lines (52 loc) · 1.67 KB
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//----------------------------------------
// Quarter Life
//
// MIT license
//
// (\-/)
// (='.'=)
// (")-(")o
//----------------------------------------
#pragma once
#include "QLActor.h"
#include "GameFramework/Character.h"
#include "QLWeapon.generated.h"
// forward declaration
class AQLCharacter;
UCLASS()
class QL_API AQLWeapon : public AQLActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AQLWeapon();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
virtual void Fire() {};
virtual void FireReleased() {};
virtual void FireRepeat() {};
virtual void AltFire() {};
virtual void AltFireReleased() {};
virtual void AltFireRepeat() {};
void InitializeCurrentCrosshairTexture(const FName& crosshairTextureName);
UTexture2D* CreateCrosshairTexture(const TCHAR* texturePath);
const FName& GetWeaponName() const;
UFUNCTION()
void OnOverlapBeginForActor(AActor* OverlappedActor, AActor* OtherActor);
virtual void SetQLOwner(AActor* QLOwner) override;
virtual void UnSetQLOwner() override;
AQLCharacter* GetWeaponOwner();
virtual void ResetWeapon() {};
TArray<UTexture2D*> CurrentCrosshairTextureList;
TMap<FName, UTexture2D*> CrosshairTextureList;
virtual void Zoom() {};
protected:
FName Name;
bool bIsFireHeldDown;
bool bIsAltFireHeldDown; // key/button is held down for some time
bool bIsAltFirePressed; // key/button is pressed, regardless if it is subsequently released or held down
AQLCharacter* WeaponOwner;
FHitResult Hit;
};