#include "BoscoController.h" void ABoscoController::ReviveTarget() { } void ABoscoController::ResetToFollowState() { } void ABoscoController::RegisterPlayer(APlayerCharacter* APlayerCharacter) { } void ABoscoController::PickupItem() { } void ABoscoController::OnUseDone(int32 TimesUsed) { } void ABoscoController::OnSecondaryLaserPointer(const FLaserPointerTarget& HitInfo) { } void ABoscoController::OnPlayerShout(APlayerCharacter* APlayerCharacter) { } void ABoscoController::OnPlayerSalute(APlayerCharacter* aCharacater) { } void ABoscoController::OnPlayerLeave(AFSDPlayerState* APlayerState) { } void ABoscoController::OnLaserPointer(const FLaserPointerTarget& HitInfo) { } void ABoscoController::OnJobFinished() { } void ABoscoController::OnEscortTargetDied(UHealthComponentBase* Health) { } void ABoscoController::OnCarriedUsed(APlayerCharacter* usedBy, EInputKeys Key) { } FVector ABoscoController::GetPointNearPlayers() const { return FVector{}; } AActor* ABoscoController::GetFollowTarget() { return NULL; } void ABoscoController::GenerateRelativeLocation(AActor* aTarget, float aRange, float aHeightRestriction, float aMinRange, bool aTryToStayOutOfTheWay, bool aStayBehind) { } void ABoscoController::ConfirmPickup() { } void ABoscoController::CarriableDrop() { } ABoscoController::ABoscoController() { this->BehaviourTree = NULL; this->CheckOutOfTheWayInterval = 0.00f; this->DistCountAsSameHit = 10.00f; this->HearthstoneCrystalMaterial = NULL; this->SearchForEnemiesInterval = 0.00f; this->SaluteDelay = 0.00f; this->SaluteCooldown = 0.00f; this->CheckGraberInterval = 0.00f; this->MaxThrowStrength = 800.00f; this->MaxThrowRange = 1600.00f; this->RepairRange = 100.00f; this->DistanceCountedAsClose = 2000.00f; this->ReviveHealthPercentage = 0.40f; this->CurrentUse = NULL; this->TryingToPickItem = NULL; }