#include "EnemySpawnManager.h" #include "Templates/SubclassOf.h" void UEnemySpawnManager::SpawnerDestroyed(APawn* Actor) { } bool UEnemySpawnManager::SpawnEnemy(UEnemyDescriptor* descriptor, const FTransform& Transform, const FEnemySpawnedDelegate& Callback, bool useSpawnFX, bool Alert) { return false; } void UEnemySpawnManager::SetSpawningEnabled(bool newSpawningEnabled) { } void UEnemySpawnManager::RemoveGlobalStatusEffect(TSubclassOf StatusEffect) { } void UEnemySpawnManager::RegisterSpawner(APawn* Actor) { } void UEnemySpawnManager::RegisterSpawnedEnemy(AActor* enemy) { } void UEnemySpawnManager::PromoteToCritical(APawn* Pawn) { } void UEnemySpawnManager::OnMatchStarted() { } void UEnemySpawnManager::OnMatchEnded() { } bool UEnemySpawnManager::GetSpawningEnabled() const { return false; } APawn* UEnemySpawnManager::FindEnemyByClass(TSubclassOf PawnClass, bool isSwarmerEnemy) const { return NULL; } TArray UEnemySpawnManager::FindEnemiesByClass(TSubclassOf PawnClass, bool isSwarmerEnemy) const { return TArray(); } void UEnemySpawnManager::EnemyDestroyed(AActor* Actor) { } void UEnemySpawnManager::EnemyDeath(UHealthComponentBase* HealthComponent) { } void UEnemySpawnManager::DestroyAllEnemies() { } bool UEnemySpawnManager::CanSpawn(UEnemyDescriptor* EnemyDescriptor) const { return false; } void UEnemySpawnManager::AddGlobalStatusEffect(TSubclassOf StatusEffect) { } UEnemySpawnManager::UEnemySpawnManager() { this->SpawnEffects = NULL; this->MaxActiveEnemies = 0; this->MaxActiveSwarmers = 80; this->MaxActiveCritters = 40; this->MaxDistanceBeforeCleanup = 0.00f; this->ProceduralSetup = NULL; this->bDestroyingAllEnemies = false; }