#include "PlayerCameraDrone.h" #include "GameFramework/FloatingPawnMovement.h" bool APlayerCameraDrone::ToggleSplineMeshVisibility() { return false; } void APlayerCameraDrone::SetRotationalPivotToPlayer() { } void APlayerCameraDrone::SetFlareLightSettings(float Intensity, float range, float Color) { } bool APlayerCameraDrone::SetCameraShakeAmount(float Value) { return false; } void APlayerCameraDrone::SetBounceFlareLightSettings(float Intensity, float range, float Color) { } void APlayerCameraDrone::SaveLightConfig() { } void APlayerCameraDrone::ResetFollowVariables() { } void APlayerCameraDrone::ResetAllLights() { } void APlayerCameraDrone::OnFlareHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit) { } void APlayerCameraDrone::LoadLightConfig() { } FVector APlayerCameraDrone::GetFlareLightSettings() { return FVector{}; } FVector APlayerCameraDrone::GetBounceFlareLightSettings() { return FVector{}; } void APlayerCameraDrone::ClearFocusPoint() { } void APlayerCameraDrone::All_BeginCountdown_Implementation() { } APlayerCameraDrone::APlayerCameraDrone() { this->Movement = CreateDefaultSubobject(TEXT("Movement")); this->MenuTab = 0; this->SplineMeshIsVisible = true; this->SplineSpeed = 1000.00f; this->MouseSensitivity = 1.00f; this->CameraRoll = 0.00f; this->CameraDoesShake = false; this->IsFollowingPlayerRotation = false; this->UseFreeRotation = false; this->UseDOF = false; this->VanitySpawnable = NULL; this->VanityWeaponSpawnable = NULL; this->SelectedVanityClassIndex = 0; this->SelectedVanityAnimation = -1; this->DroneMarker = NULL; this->ActiveMarker = NULL; this->Flare = NULL; this->BounceFlare = NULL; this->SplineInstance = NULL; this->Spline = NULL; this->SplineMesh = NULL; this->PlayerFollowed = NULL; this->WeaponTrackActor = NULL; }