W01Weapon.cpp
#include "W01.h"
#include "W01Weapon.h"
#include "UnrealNetwork.h"
#include "W01Character.h"
#include "Engine.h"
#include "W01Projectile.h"
AW01Weapon::AW01Weapon(const FObjectInitializer& ObjectInitializer)
{
Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("WeaponMesh1P"));
Mesh1P->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered;
Mesh1P->bChartDistanceFactor = false;
Mesh1P->bReceivesDecals = false;
Mesh1P->CastShadow = false;
Mesh1P->SetCollisionObjectType(ECC_WorldDynamic);
Mesh1P->SetCollisionEnabled(ECollisionEnabled::NoCollision);
Mesh1P->SetCollisionResponseToAllChannels(ECR_Ignore);
RootComponent = Mesh1P;
CurrentAmmo = 0;
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.TickGroup = TG_PrePhysics;
SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
bReplicates = true;
bNetUseOwnerRelevancy = true;
}
void AW01Weapon::PostInitializeComponents()
{
Super::PostInitializeComponents();
MaxAmmo = 100;
CurrentAmmo = 40;
}