diff --git a/Runtime/Weapon/CGunWeapon.cpp b/Runtime/Weapon/CGunWeapon.cpp index 1d144da87..617f5a783 100644 --- a/Runtime/Weapon/CGunWeapon.cpp +++ b/Runtime/Weapon/CGunWeapon.cpp @@ -75,6 +75,8 @@ CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EM BuildDependencyList(x200_beamId); } +CGunWeapon::~CGunWeapon() = default; + void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) { const auto& wPair = g_tweakGunRes->GetWeaponPair(beam); const char* const* muzzleNames = &skMuzzleNames[size_t(beam) * 2]; diff --git a/Runtime/Weapon/CGunWeapon.hpp b/Runtime/Weapon/CGunWeapon.hpp index a413a4d7e..879548feb 100644 --- a/Runtime/Weapon/CGunWeapon.hpp +++ b/Runtime/Weapon/CGunWeapon.hpp @@ -116,6 +116,8 @@ protected: public: CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale); + virtual ~CGunWeapon(); + void AsyncLoadSuitArm(CStateManager& mgr); virtual void Reset(CStateManager& mgr); virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);