#include "DeepPathfinderMovement.h" #include "Net/UnrealNetwork.h" void UDeepPathfinderMovement::UpdateTargetActor(AActor* NewTarget) { } void UDeepPathfinderMovement::UpdateDestination(const FVector& Dest) { } void UDeepPathfinderMovement::UnPauseMovement() { } void UDeepPathfinderMovement::TeleportTo(const FVector& destLoc, const FRotator& destRot) { } void UDeepPathfinderMovement::StopMove() { } void UDeepPathfinderMovement::StopAttackStance() { } bool UDeepPathfinderMovement::StartMoveToActor(AActor* Dest, float NewAcceptanceRadius, bool ToCenterOfMass) { return false; } bool UDeepPathfinderMovement::StartMoveTo(const FVector& Dest, float NewAcceptanceRadius) { return false; } bool UDeepPathfinderMovement::StartFleeFrom(const FVector& dangerPos, float Distance) { return false; } void UDeepPathfinderMovement::StartFakePhysicsMoveSet(UFakeMoverSettings* NewMoveSettings) { } void UDeepPathfinderMovement::StartFakePhysics(const FVector& Vel) { } void UDeepPathfinderMovement::StartAttackStance(const FVector& stancePos) { } void UDeepPathfinderMovement::SnapToPathfinder() { } void UDeepPathfinderMovement::SetSlowDownAngles(const float Min, const float Max) { } void UDeepPathfinderMovement::SetMaxSpeed(const float Speed) { } void UDeepPathfinderMovement::SetMaxAcceleration(float Value) { } void UDeepPathfinderMovement::SetHandleRotation(const bool flag) { } void UDeepPathfinderMovement::SetFreezeAlignment(bool Freeze) { } void UDeepPathfinderMovement::SetControlledExternally(bool controlled) { } void UDeepPathfinderMovement::PauseMovement(float Time) { } bool UDeepPathfinderMovement::PathExistTo(const FVector& Dest) { return false; } bool UDeepPathfinderMovement::PathExistsBetween(const FVector& From, const FVector& To) { return false; } void UDeepPathfinderMovement::OnRep_PathMovedDist(uint32 lastPathMovedDist) { } void UDeepPathfinderMovement::OnRep_Path(const FDeepRepPath& oldPath) { } void UDeepPathfinderMovement::OnRep_MoveSettings(const UFakeMoverSettings* NewMoveSettings) { } bool UDeepPathfinderMovement::IsFreezeAlignmentSet() const { return false; } float UDeepPathfinderMovement::GetVerticalAngleSpeed() { return 0.0f; } void UDeepPathfinderMovement::GetRandomSpawnPointAtApproximateDistance_Async(const FVector& Origin, float Distance, bool& success, FVector& outPos, FLatentActionInfo LatentInfo) { } void UDeepPathfinderMovement::GetRandomReachablePointAtApproximateDistance_Async(const FVector& Origin, float Distance, bool& success, FVector& outPos, FLatentActionInfo LatentInfo) { } bool UDeepPathfinderMovement::GetRandomReachablePointAtApproximateDistance(const FVector& Origin, float Distance, FVector& outPos) { return false; } FVector UDeepPathfinderMovement::GetPathForwardDirection() { return FVector{}; } DeepPathFinderType UDeepPathfinderMovement::GetPathfinderType() const { return DeepPathFinderType::Walk; } DeepPathFinderSize UDeepPathfinderMovement::GetPathfinderSize() const { return DeepPathFinderSize::Invalid; } EDeepMovementState UDeepPathfinderMovement::GetMovementState() const { return EDeepMovementState::Stationary; } float UDeepPathfinderMovement::GetMaxAcceleration() const { return 0.0f; } bool UDeepPathfinderMovement::GetIsStrafing() { return false; } float UDeepPathfinderMovement::GetHorizontalAngleSpeed() { return 0.0f; } FVector UDeepPathfinderMovement::GetCurrentMovePos() const { return FVector{}; } UFakeMoverSettings* UDeepPathfinderMovement::GetCurrentFakePhysicsMoveSet() { return NULL; } float UDeepPathfinderMovement::GetApproximatePathLength(FVector Start, FVector End) const { return 0.0f; } bool UDeepPathfinderMovement::FlyToConnectedPosition(const FVector& destPos) { return false; } bool UDeepPathfinderMovement::FindPointKeepingDistance(const FVector& Origin, float MinDistance, float MaxDistance, const FVector& Target, float idealTargetDistance, FVector& outPos) { return false; } FVector UDeepPathfinderMovement::FindPathfinderPointBelow(const FVector& Pos, float HeightOffset) { return FVector{}; } FVector UDeepPathfinderMovement::FindPathfinderPointAbove(const FVector& Pos, float HeightOffset) { return FVector{}; } FVector UDeepPathfinderMovement::FindPathfinderOffsetPoint(const FVector& Pos, const EOffsetFrom offsetFrom, float HeightOffset) { return FVector{}; } FVector UDeepPathfinderMovement::FindNearestPathfinderPointOverrideType(const FVector& Pos, DeepPathFinderType overrideType, float MaxDistance) { return FVector{}; } void UDeepPathfinderMovement::FindNearestPathfinderPoint_Async(const FVector& Pos, float MaxDistance, bool& success, FVector& outPos, FLatentActionInfo LatentInfo) { } FVector UDeepPathfinderMovement::FindNearestPathfinderPoint(const FVector& Pos, float MaxDistance) const { return FVector{}; } FVector UDeepPathfinderMovement::FindNearestConnectedPathfinderPoint(const FVector& Pos, float MaxDistance) { return FVector{}; } FQuat UDeepPathfinderMovement::CalcPathfinderOrientation(const FVector& Pos, const FVector& forwardDir) { return FQuat{}; } bool UDeepPathfinderMovement::BackOffFrom(const FVector& dangerPos, float Distance) { return false; } void UDeepPathfinderMovement::AddFakeMoverImpulse(const FVector& Impulse) { } void UDeepPathfinderMovement::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UDeepPathfinderMovement, PathMovedDist); DOREPLIFETIME(UDeepPathfinderMovement, Path); DOREPLIFETIME(UDeepPathfinderMovement, MoveSettings); DOREPLIFETIME(UDeepPathfinderMovement, TargetActor); DOREPLIFETIME(UDeepPathfinderMovement, MoveMode); } UDeepPathfinderMovement::UDeepPathfinderMovement() { this->UseDormancy = false; this->MaxPawnSpeed = 300.00f; this->StrafeSpeed = 150.00f; this->MinSlowdownAngle = 20.00f; this->MaxSlowdownAngle = 90.00f; this->MaxStrafeDistance = 200.00f; this->AlignDirectionSpeed = 4.00f; this->FleeSpeedBoostMultiplier = 1.50f; this->MaxAcceleration = 500.00f; this->MaxBrakingDeceleration = 200.00f; this->AngleSpeedFilterFactor = 2.00f; this->AIAvoidanceWeight = 10; this->PathfinderType = DeepPathFinderType::Walk; this->PathfinderSize = DeepPathFinderSize::Medium; this->MovementPhysicsType = ETeleportType::TeleportPhysics; this->PathfinderPreference = DeepPathFinderPreference::None; this->AlignTowardsTargetIfStationary = false; this->AlignToTargetMinRequiredAngle = 0.00f; this->AllowSlowTickRateWhenNotVisible = true; this->ForceAPathIfNoneFound = false; this->DrawServerPath = false; this->CSGWorld = NULL; this->PathMovedDist = 0; this->LocalPathMovedDist = 0; this->MoveSettings = NULL; this->TargetActor = NULL; this->CurrentPathIndex = 0; this->CurrentPathFraction = 0.00f; this->DestinationActor = NULL; this->AcceptanceRadius = 0.00f; this->OnlyPartPath = false; this->PauseMovementTime = 0.00f; this->MoveMode = EDeepMovementMode::Normal; this->PawnStats = NULL; this->VerticalAngleSpeed = 0.00f; this->HorizontalAngleSpeed = 0.00f; this->IsStrafing = false; this->HasOustandingPathRequest = false; this->LastPathReachedPreciseDestination = true; this->PostponedTickTime = 0.00f; this->LastMoveSuccessful = false; this->HandleRotation = true; this->TickAfterOwnerDeath = false; this->DampOmega = 2.00f; this->UseMovementSpring = false; this->SnapToPathfinderOnFirstMove = true; this->FakeSyncTime = 0.00f; }