#include "KnifeProjectile.h"
#include "UObject/NoExportTypes.h"
#include "Engine/HitResult.h"
#include "PoolableProjectileComponent.h"

class UPrimitiveComponent;
class AActor;

bool AKnifeProjectile::WasLaunchedDuringSuperMode() const
{
	return false;
}

bool AKnifeProjectile::ShouldPlayRicochetSound() const
{
	return false;
}

void AKnifeProjectile::SetKnifeAcquired(bool acquired)
{

}

void AKnifeProjectile::OnWorldColliderHit(UPrimitiveComponent* hitComponent, AActor* otherActor, UPrimitiveComponent* otherComp, FVector normalImpulse, const FHitResult& hit)
{

}

void AKnifeProjectile::OnProjectileBounce(const FHitResult& impactResult, const FVector& impactVelocity)
{

}

bool AKnifeProjectile::KnifeCanPierceCampers() const
{
	return false;
}

float AKnifeProjectile::GetAddonExplosionRadius() const
{
	return 0.0f;
}

AKnifeProjectile::AKnifeProjectile()
{
	this->_poolableActorComponent = CreateDefaultSubobject<UPoolableProjectileComponent>(TEXT("PoolableComponent"));
}
