#include "DifficultySetting.h" bool UDifficultySetting::IsUnlocked(UObject* WorldContext) const { return false; } int32 UDifficultySetting::GetDifficultyIndex() const { return 0; } float UDifficultySetting::AddHazardBonus(float BaseValue) const { return 0.0f; } UDifficultySetting::UDifficultySetting() { this->CampaignRequirement = NULL; this->SelectedByDefaultCampaignRequirement = NULL; this->EnvironmentalDamageModifier = 0.50f; this->ExtraLargeEnemyDamageResistance.AddDefaulted(4); this->ExtraLargeEnemyDamageResistanceB.AddDefaulted(4); this->ExtraLargeEnemyDamageResistanceC.AddDefaulted(4); this->ExtraLargeEnemyDamageResistanceD.AddDefaulted(4); this->EnemyDamageResistance.AddDefaulted(4); this->SmallEnemyDamageResistance.AddDefaulted(4); this->EnemyDamageModifier.AddDefaulted(4); this->EnemyToEnemyDamageModifier = 1.00f; this->EnemyCountModifier.AddDefaulted(4); this->BossDifficultyScaler = 1.00f; this->PointExtractionScaler = 1.00f; this->SpecialEncounterModifier = 1.00f; this->HazardBonus = 0.00f; this->FriendlyFireModifier = 0.33f; this->WaveStartDelayScale = 1.00f; this->MinPoolSize = 5; this->SpeedModifier = 1.00f; this->AttackCooldownModifier = 1.00f; this->ProjectileSpeedModifier = 1.00f; this->DifficultyGroup = 0; this->DifficultyGroupIndex = 0; this->HeathRegenerationMax = 0.25f; this->ReviveHealthRatio = 0.40f; this->EliteChanceModifier = 0.00f; this->EliteCooldown = 60.00f; this->MaxActiveElites = 1; }