#include "DeepPathfinderCharacter.h" #include "Components/SkeletalMeshComponent.h" #include "DeepPatherFinderCharacterAfflictionComponent.h" #include "DeepPathfinderMovement.h" bool ADeepPathfinderCharacter::TryJoinFormation() { return false; } void ADeepPathfinderCharacter::SetHidden(bool shouldHide) { } void ADeepPathfinderCharacter::OnPausedMovementElapsed() { } void ADeepPathfinderCharacter::LeaveFormation() { } ADeepPathfinderCharacter::ADeepPathfinderCharacter() { this->PathfinderMovement = CreateDefaultSubobject(TEXT("PathfinderMovement")); this->Mesh = CreateDefaultSubobject(TEXT("Mesh")); this->Affliction = CreateDefaultSubobject(TEXT("Affliction")); this->AnimationOffset = 0.00f; this->CanPlayerStandOn = false; this->UseDormancy = false; this->StaggerDurationMultiplier = 1.00f; this->StaggerImunityWindow = 0.00f; this->StaggerPauseLogic = false; this->IsHidden = false; this->IsStaggered = false; this->FrozenPauseLogic = false; this->CurrentStaggerAffliction = NULL; this->AttackerRadius = 65.00f; this->AllowedInFormationChance = 0.75f; }