text: // Copyright Epic Games, Inc. All Rights Reserved.
  
  #include "DisablingGammaProjectile.h"
  #include "GameFramework/ProjectileMovementComponent.h"
  #include "Components/SphereComponent.h"
  
  ADisablingGammaProjectile::ADisablingGammaProjectile() 
  {
  	// Use a sphere as a simple collision representation
  	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
  	CollisionComp->InitSphereRadius(5.0f);
  	CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
  	CollisionComp->OnComponentHit.AddDynamic(this, &ADisablingGammaProjectile::OnHit);		// set up a notification for when this component hits something blocking
  
  	// Players can't walk on it
  	CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
  	CollisionComp->CanCharacterStepUpOn = ECB_No;
  
  	// Set as root component
  	RootComponent = CollisionComp;
  
  	// Use a ProjectileMovementComponent to govern this projectile's movement
  	ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
  	ProjectileMovement->UpdatedComponent = CollisionComp;
  	ProjectileMovement->InitialSpeed = 3000.f;
  	ProjectileMovement->MaxSpeed = 3000.f;
  	ProjectileMovement->bRotationFollowsVelocity = true;
  	ProjectileMovement->bShouldBounce = true;
  
  	// Die after 3 seconds by default
  	InitialLifeSpan = 3.0f;
  }
  
  void ADisablingGammaProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
  {
  	// Only add impulse and destroy projectile if we hit a physics
  	if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL) && OtherComp->IsSimulatingPhysics())
  	{
  		OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
  
  		Destroy();
  	}
  }