#include "FSDPawn.h" #include "EnemyTemperatureComponent.h" #include "Net/UnrealNetwork.h" #include "StatusEffectsComponent.h" void AFSDPawn::UnFreeze() { } void AFSDPawn::StopFleeing() { } void AFSDPawn::StartFleeing(const FVector& fromLocation) { } void AFSDPawn::SetAlerted(bool isAlerted) { } void AFSDPawn::OnUnFrozen_Implementation() { } void AFSDPawn::OnRep_IsFrozen() { } void AFSDPawn::OnFrozen_Implementation(AActor* Source) { } void AFSDPawn::OnArmorShattered(const FVector& Location) { } void AFSDPawn::OnAlerted() { } void AFSDPawn::MakeRagdollMesh(USkeletalMeshComponent* Mesh) { } bool AFSDPawn::IsElite() const { return false; } bool AFSDPawn::GetIsAlerted() const { return false; } UHealthComponentBase* AFSDPawn::GetHealthComponent() const { return NULL; } AFSDAIController* AFSDPawn::GetFSDAIController() const { return NULL; } EPawnAttitude AFSDPawn::GetAttitude() const { return EPawnAttitude::Friendly; } void AFSDPawn::Freeze(AActor* Source) { } void AFSDPawn::ExplodePawn() { } void AFSDPawn::BackOffFromLocation(const FVector& fromLocation) { } void AFSDPawn::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFSDPawn, IsFrozen); } AFSDPawn::AFSDPawn() { this->StatusEffects = CreateDefaultSubobject(TEXT("StatusEffects")); this->Temperature = CreateDefaultSubobject(TEXT("Temperature")); this->SpawnedFromDescriptor = NULL; this->IsFrozen = false; this->CanFlee = true; this->FleeInsteadOfBackingOff = false; this->IsFleeing = false; this->PawnStatsInstance = NULL; }