#include "AFlyingBug.h" #include "Perception/PawnSensingComponent.h" #include "Components/AudioComponent.h" #include "Components/SphereComponent.h" #include "EnemyComponent.h" #include "FrozenPawnImpactComponent.h" #include "HitReactionComponent.h" #include "Net/UnrealNetwork.h" #include "OutlineComponent.h" #include "PawnAlertComponent.h" #include "PawnStatsComponent.h" void AAFlyingBug::SetRotateTarget(AActor* aTarget) { } void AAFlyingBug::SetExternallyControlled(bool isExternallyControlled) { } void AAFlyingBug::SetAttackStance(bool isAttackStance) { } void AAFlyingBug::PlayVoice() { } void AAFlyingBug::OnStartFalling() { } void AAFlyingBug::OnRep_AttackStance() { } void AAFlyingBug::OnFreezeImpact() { } void AAFlyingBug::OnBugDeath(UHealthComponentBase* Health) { } float AAFlyingBug::GetMidZpointFromCielingAndFloor(float& distanceFromCieling, float& distanceFromFloor) const { return 0.0f; } bool AAFlyingBug::GetIsInAttackStance() const { return false; } void AAFlyingBug::All_Ragdoll_Implementation(const FVector_NetQuantize& Location, const FVector_NetQuantize& Impulse, uint8 BoneIndex) { } void AAFlyingBug::AddImpulseAndRagdoll(UHealthComponent* Health, float damageAmount, const FDamageData& DamageData, const TArray& damageTags) { } void AAFlyingBug::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAFlyingBug, RotateTarget); DOREPLIFETIME(AAFlyingBug, AttackStance); } AAFlyingBug::AAFlyingBug() { this->EnemyComponent = CreateDefaultSubobject(TEXT("enemy")); this->PawnStats = CreateDefaultSubobject(TEXT("PawnStats")); this->outline = CreateDefaultSubobject(TEXT("outline")); this->Senses = CreateDefaultSubobject(TEXT("Sensing")); this->Alert = CreateDefaultSubobject(TEXT("Alert")); this->ExplosionSphere = CreateDefaultSubobject(TEXT("ExplosionSphere")); this->WingSoundComponent = CreateDefaultSubobject(TEXT("WingSound")); this->FrozenImpact = CreateDefaultSubobject(TEXT("FrozenImpact")); this->HitReactions = CreateDefaultSubobject(TEXT("HitReactions")); this->RotateTarget = NULL; this->ChatterSound = NULL; this->DistanceForAttackMode = 0.00f; this->MinChatterDelay = 0.00f; this->MaxChatterDelay = 0.00f; this->AttackModeRotationSpeed = 0.00f; this->UsesAttackStance = true; this->SetLifeTime = true; this->AttackStance = false; this->LookStraight = false; this->UseDefaultRagdoll = true; }