282 lines
19 KiB
C++
282 lines
19 KiB
C++
// Copyright 2016 Mookie. All Rights Reserved.
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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 "Engine/Engine.h"
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#include "Engine/World.h"
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#include "Curves/CurveFloat.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "DrawDebugHelpers.h"
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#include "Components/PrimitiveComponent.h"
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#include "EBMaterialResponseMap.h"
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#include "EBBulletProperties.h"
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#include "EBMathematicalBallistics.h"
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#include "EBBallisticImpactComponent.h"
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#include "EBBullet.generated.h"
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UENUM(BlueprintType)
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enum class EEBAtmosphereType : uint8
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{
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AT_Constant UMETA(DisplayName = "Constant"),
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AT_Curve UMETA(DisplayName = "Density Curve"),
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AT_Earth UMETA(DisplayName = "Earth/IGL")
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};
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UCLASS(Blueprintable, BlueprintType)
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class EASYBALLISTICS_API AEBBullet : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AEBBullet();
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UPROPERTY(Replicated, BlueprintReadWrite, Category = "State") FVector Velocity;
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UPROPERTY(Replicated, BlueprintReadWrite, Category = "State") FRandomStream RandomStream;
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UPROPERTY(BlueprintReadWrite, Category = "State") bool OwnerSafe=false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") bool DebugEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugTrailTime=1.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugTrailWidth=0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") FLinearColor DebugTrailColorFast = FLinearColor(0, 1, 0, 1);
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") FLinearColor DebugTrailColorSlow = FLinearColor(1, 0, 0, 1);
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") bool DebugPooling;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") FVector Wind;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Select atmosphere model")) EEBAtmosphereType AtmosphereType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "Air Density at sea level - in KG/m^3", ClampMin = "0")) float SeaLevelAirDensity = 1.21;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "in cm/s", ClampMin = "0")) float SeaLevelSpeedOfSound = 34300;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "Used for Density Curve atmosphere model")) UCurveFloat* AirDensityCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") bool SpeedOfSoundVariesWithAltitude = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") UCurveFloat* SpeedOfSoundCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") float WorldScale = 1.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Atmosphere pressure at 0,0,0 - in millibars", ClampMin = "0")) float SeaLevelAirPressure = 1012.5f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Atmosphere Temperature at 0,0,0 - in degrees C")) float SeaLevelAirTemperature = 20.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Temperature Decrease With Altitude, degrees per meter")) float TemperatureLapseRate = 0.00649f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Altitude at which temperature stops decreasing, in meters")) float TropopauseAltitude = 11000.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Specific Gas Constant, dry air = 287.058", ClampMin = "0")) float SpecificGasConstant = 287.058;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "World Origin Location")) FVector WorldCenterLocation = FVector(0, 0, 0);
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Use spherical planet model to get altitude")) bool SphericalAltitude = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Planet radius, in Unreal units", EditCondition = "SphericalAltitude", ClampMin = "0")) float SeaLevelRadius = 637100000.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") bool OverrideGravity = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") FVector Gravity = FVector(0,0,-980);
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch") bool SafeLaunch = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch")) bool SafeLaunchIgnoreAttachParent = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunchIgnoreAttachParent")) bool SafeLaunchIgnoreAllAttached = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch", ClampMin = "0")) float SafeDelay = 1.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch")) TArray<AActor*> SafeLaunchIgnoredActors;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun") bool Shotgun=false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) int ShotCount=10;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) float ShotSpread=0.01;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) float ShotVelocitySpread = 0.01;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float MuzzleVelocityMin = 100000.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float MuzzleVelocityMax = 100000.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight", meta = (ToolTip = "Maximum bullet spread, in radians", ClampMin = "0")) float Spread = 0.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight", meta = (ToolTip = "Spread bias, higher is more accurate on average", ClampMin = "0")) float SpreadBias = 0.0f;
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// Physics Mode Toggle
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Physics Mode", meta = (ToolTip = "Toggle between artistic (manual) and mathematical (realistic) physics calculations"))
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bool UseMathematicalPhysics = false;
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// Mathematical Properties (used when UseMathematicalPhysics is true)
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Mathematical Properties", meta = (EditCondition = "UseMathematicalPhysics", ToolTip = "Bullet properties asset for mathematical calculations"))
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UEBBulletPropertiesAsset* BulletPropertiesAsset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Mathematical Properties", meta = (EditCondition = "UseMathematicalPhysics", ToolTip = "Material properties asset for mathematical calculations"))
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UEBMaterialPropertiesAsset* MaterialPropertiesAsset;
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// Artistic Properties (used when UseMathematicalPhysics is false)
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Properties", meta = (EditCondition = "!UseMathematicalPhysics", ToolTip = "Bullet mass in kg"))
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float Mass = 0.005;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Properties", meta = (EditCondition = "!UseMathematicalPhysics", ToolTip = "Bullet diameter in cm"))
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float Diameter = 0.556;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Properties", meta = (EditCondition = "!UseMathematicalPhysics", ToolTip = "Form factor for drag calculations"))
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float FormFactor = 1.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Properties", meta = (EditCondition = "!UseMathematicalPhysics", ToolTip = "Drag curve vs Mach number"))
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UCurveFloat* MachDragCurve;
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// Artistic Impact Properties (used when UseMathematicalPhysics is false)
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float GrazingAngleExponent = 2.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float MinPenetration = 10.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float MaxPenetration = 20.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float PenetrationNormalization = 0.5;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float PenetrationNormalizationGrazing = 0.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float PenetrationEntryAngleSpread = 0.1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float PenetrationExitAngleSpread = 0.1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float RicochetProbability = 0.1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float RicochetProbabilityGrazing = 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float RicochetRestitution = 0.1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float RicochetFriction = 0.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float RicochetSpread = 0.1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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bool SpeedControlsRicochetProbability = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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bool AddImpulse = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
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float ImpulseMultiplier = 1.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") EPenTraceType DefaultPenTraceType = EPenTraceType::PT_BackTrace;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") UEBMaterialResponseMap* MaterialResponseMap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") bool MaterialDensityControlsPenetrationDepth = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") bool MaterialRestitutionControlsRicochet = true;
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// New Ballistic Impact System
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Impact")
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UEBBallisticImpactComponent* BallisticImpactComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact")
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bool UseNewImpactSystem = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Replication") bool ReliableReplication = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision", meta = (ToolTip = "Allow components to collide, intended for use with trigger volumes. Do not use for actual collisions.")) bool AllowComponentCollisions = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") TEnumAsByte<ECollisionChannel> TraceChannel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") bool TraceComplex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") float CollisionMargin=1.0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision", meta = (ToolTip = "Bullets with lower velocity will automatically despawn on impact, never despawn if set to zero or negative")) float DespawnVelocity=100.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") TArray<AActor*> IgnoredActors;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (ToolTip = "Spawned bullet performs first trace immediately, instead of waiting for next simulation step")) bool DoFirstStepImmediately = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (EditCondition = "DoFirstStepImmediately")) bool RandomFirstStepDelta = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation") bool FixedStep = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (EditCondition = "FixedStep", ClampMin = "0")) float FixedStepSeconds = 0.1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation") int MaxTracesPerStep = 8;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace") bool Retrace = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace") bool RetraceOnAnotherChannel = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace", meta=(EditCondition="RetraceOnAnotherChannel")) TEnumAsByte<ECollisionChannel> RetraceChannel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Rotation") bool RotateActor = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Rotation") bool RotateRandomRoll = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Pooling") bool EnablePooling = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Pooling", meta = (EditCondition = "EnablePooling")) int MaxPoolSize = 50;
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//rebase
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virtual void ApplyWorldOffset(const FVector& InOffset, bool bWorldShift) override;
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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// Called every frame
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virtual void Tick(float DeltaSeconds) override;
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virtual void LifeSpanExpired() override;
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UFUNCTION(BlueprintCallable, Category = "EBBullet|Spawn")
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static void SpawnWithExactVelocity(TSubclassOf<class AEBBullet> BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity);
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UFUNCTION(BlueprintCallable, Category = "EBBullet|Spawn")
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static void Spawn(TSubclassOf<class AEBBullet> BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity);
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UFUNCTION(NetMulticast, Unreliable)
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void VelocityChangeBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity);
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UFUNCTION(NetMulticast, Reliable)
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void VelocityChangeBroadcastReliable(FVector_NetQuantize NewLocation, FVector NewVelocity);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintNativeEvent, Category = "EBBullet|Impact")
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void OnImpact(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult);
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UFUNCTION(BlueprintCosmetic, BlueprintNativeEvent, Category = "EBBullet|Impact")
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void OnNetPredictedImpact(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult);
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UFUNCTION(BlueprintImplementableEvent, Category = "EBBullet|Impact")
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void OnTrace(FVector StartLocation, FVector EndLocation);
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UFUNCTION(BlueprintImplementableEvent, Category = "EBBullet|Remote")
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void OnTrajectoryUpdateReceived(FVector Location, FVector OldVelocity, FVector NewVelocity);
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UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|Activation")
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void OnDeactivated();
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UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|Flight")FVector UpdateVelocity(UWorld* World, FVector Location, FVector PreviousVelocity, float DeltaTime) const;
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UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") FVector GetWind(UWorld* World, FVector Location) const;
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UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") float GetAirDensity(UWorld* World, FVector Location) const;
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UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") float GetSpeedOfSound(UWorld* World, FVector Location) const;
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UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") bool CollisionFilter(FHitResult HitResult) const;
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// Mathematical Physics Functions
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UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
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float GetEffectiveMass() const;
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UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
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float GetEffectiveDiameter() const;
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UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
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float GetEffectiveDragCoefficient(float MachNumber) const;
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UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
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float CalculateMathematicalPenetration(UPhysicalMaterial* Material, float VelocityMPS, float ImpactAngle) const;
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UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
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float CalculateMathematicalRicochetProbability(UPhysicalMaterial* Material, float VelocityMPS, float ImpactAngle) const;
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UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
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FMathematicalMaterialProperties GetMaterialProperties(UPhysicalMaterial* Material) const;
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//pooling
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "EBBullet|Pooling")void Deactivate();
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UFUNCTION(NetMulticast, Reliable)
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void ReactivationBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity, AActor* BulletOwner, APawn* BulletInstigator);
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UFUNCTION(NetMulticast, Reliable)
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void DeactivationBroadcast();
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private:
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UPROPERTY() TArray<TWeakObjectPtr<AEBBullet>> Pooled;
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static AEBBullet* GetFromPool(UWorld* World, UClass* BulletClass);
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static AEBBullet* SpawnOrReactivate(UWorld* World, TSubclassOf<class AEBBullet> BulletClass, const FTransform& Transform, FVector BulletVelocity, AActor* BulletOwner, APawn* BulletInstigator);
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void DeactivateToPool();
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void FinishSpawning(FTransform Transform);
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void Step(float DeltaTime);
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float Trace(FVector start, FVector PreviousVelocity, float delta, TEnumAsByte<ECollisionChannel> channel);
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TArray<AActor*> GetAttachedActorsRecursive(AActor* Actor, uint16 Depth = 0, TArray<AActor*> VisitedActors = TArray<AActor*>()) const;
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float PenetrationTrace(FVector start, FVector end, TWeakObjectPtr<UPrimitiveComponent,FWeakObjectPtr> comp, EPenTraceType penType, TEnumAsByte<ECollisionChannel> channel, FVector &exitLoc, FVector &exitNormal);
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float GetCurveValue(const UCurveFloat* curve, float in, float deflt) const;
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float AccumulatedDelta;
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bool CanRetrace = false;
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FVector LastTraceStart;
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float LastTraceDelta;
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FVector LastTraceVelocity;
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FVector LastTracePrevVelocity;
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bool IsRecycled;
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FHitResult FilterHits(TArray<FHitResult> Results, bool &hit) const;
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TArray<AActor*>GetSafeLaunchIgnoredActors(AActor* Owner) const;
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float GetAltitude(UWorld* World, FVector Location) const;
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float GetAltitudePressure(float AltitudeMeter) const;
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float GetAltitudeTemperature(float AltitudeMeter) const;
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float GetAltitudeDensity(float AltitudeMeter) const;
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#ifdef WITH_EDITOR
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FLinearColor GetDebugColor(float In) const{
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return FMath::Lerp(DebugTrailColorSlow, DebugTrailColorFast, In);
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}
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#endif
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}; |