#include "PlayerCharacter.h" #include "Camera/CameraComponent.h" #include "Components/PointLightComponent.h" #include "Components/SceneComponent.h" #include "GameFramework/SpringArmComponent.h" #include "Components/WidgetInteractionComponent.h" #include "ActorTrackingComponent.h" #include "CharacterCameraController.h" #include "CharacterRecoilComponent.h" #include "CharacterSightComponent.h" #include "CharacterUseComponent.h" #include "CharacterVanityComponent.h" #include "CommunicationComponent.h" #include "FirstPersonSkeletalMeshComponent.h" #include "InstantUsable.h" #include "InventoryComponent.h" #include "MissionStatsCollector.h" #include "Net/UnrealNetwork.h" #include "OutlineComponent.h" #include "PawnStatsComponent.h" #include "PlayerAfflictionComponent.h" #include "PlayerAttackPositionComponent.h" #include "PlayerHealthComponent.h" #include "PlayerInfectionComponent.h" #include "PlayerInfoComponent.h" #include "PlayerReactiveTerrainTrackerComponent.h" #include "PlayerTemperatureComponent.h" #include "SingleUsableComponent.h" #include "StatusEffectsComponent.h" void APlayerCharacter::UseZipLine(AZipLineProjectile* ZipLine, const FVector& Start, const FVector& End) { } void APlayerCharacter::Unparalyze() { } void APlayerCharacter::ToggleScanTool(bool Visible) { } void APlayerCharacter::ToggleHUDReleased() { } void APlayerCharacter::ToggleHUDPressed() { } void APlayerCharacter::ToggleHeadLight() { } void APlayerCharacter::ThrowFlareReleased() { } void APlayerCharacter::ThrowFlarePressed() { } void APlayerCharacter::ThrowFlare() { } void APlayerCharacter::StopUsingItem() { } void APlayerCharacter::StartTutorials(bool ResetTutorials) { } void APlayerCharacter::StartPerkActivation(UPerkHUDActivationWidget* PerkActivationWidget, float HoldTime) { } UAudioComponent* APlayerCharacter::SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, float PriorityOverride, FName AttachPointName, FVector Location, FRotator Rotation, TEnumAsByte LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration) { return NULL; } UAudioComponent* APlayerCharacter::SpawnSoundAtLocation(USoundBase* Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration) { return NULL; } UAudioComponent* APlayerCharacter::SpawnSound2D(USoundBase* Sound, float PriorityOverride, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy, bool SendVibration) { return NULL; } void APlayerCharacter::ShowSimpleHoldProgress(APlayerController* PlayerController, const FText& InDescription, float InProgress) { } void APlayerCharacter::SetStandingDown(bool standingDown) { } void APlayerCharacter::SetRadarMaterialInstance(UMaterialInstanceDynamic* matInstance) { } void APlayerCharacter::SetOutsideShieldGenerator(AShieldGeneratorActor* Shield) { } void APlayerCharacter::SetIsCharacterSelectionModel() { } void APlayerCharacter::SetInstantUsables_Implementation(bool Value) { } void APlayerCharacter::SetInsideShieldGenerator(AShieldGeneratorActor* Shield) { } void APlayerCharacter::SetInCharacterSelectionWorld() { } void APlayerCharacter::SetHeadLight_Implementation(bool On) { } void APlayerCharacter::SetFallbackPhysicalMaterial(UFSDPhysicalMaterial* PhysMat) { } void APlayerCharacter::SetCameraMode(ECharacterCameraMode NewCameraMode) { } void APlayerCharacter::SetAttached(USceneComponent* AttachTo, bool DelayUntilLanded) { } void APlayerCharacter::Server_TriggerDash_Implementation() { } void APlayerCharacter::Server_StartSalute_Implementation(UAnimMontage* startSalute) { } void APlayerCharacter::Server_SpawnEnemies_Implementation(UEnemyDescriptor* descriptor, int32 Count) { } void APlayerCharacter::Server_Shouted_Implementation() { } void APlayerCharacter::Server_SetUsing_Implementation(bool characterIsUsing) { } void APlayerCharacter::Server_SetRunning_Implementation(bool characterIsRunning) { } void APlayerCharacter::Server_SetRunBoostActive_Implementation(bool IsActive) { } void APlayerCharacter::Server_SetIsThrowingCarriable_Implementation(bool isThrowing) { } void APlayerCharacter::Server_SetIsPressingMovementInput_Implementation(bool aIsPushingInput) { } void APlayerCharacter::Server_SetIsJumpPressed_Implementation(bool InJumpPressed) { } void APlayerCharacter::Server_SetDispenserReward_Implementation(AEventRewardDispenser* Dispenser, USchematic* Reward) { } void APlayerCharacter::Server_SetClientReady_Implementation() { } void APlayerCharacter::Server_InstantRevive_Implementation(APlayerCharacter* ReviveTarget, EInputKeys Key) { } void APlayerCharacter::Server_EscapeFromGrabber_Implementation() { } void APlayerCharacter::Server_CheatRevive_Implementation() { } void APlayerCharacter::Server_CheatKillAllFriendly_Implementation() { } void APlayerCharacter::Server_CheatKillAll_Implementation() { } void APlayerCharacter::Server_CheatJetBoots_Implementation() { } void APlayerCharacter::Server_CheatGodMode_Implementation() { } void APlayerCharacter::Server_CheatFlyMode_Implementation(bool Active) { } void APlayerCharacter::Server_CheatDebugFastMode_Implementation(bool fast) { } void APlayerCharacter::Server_CancelThrowingCarriable_Implementation() { } void APlayerCharacter::Server_CallDonkey_Implementation() { } void APlayerCharacter::Server_AddToTraceQueue_Implementation(ADamageEnhancer* Target, FEnhancedTrace Item) { } void APlayerCharacter::Server_AddImpulseToActor_Implementation(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse) { } void APlayerCharacter::Server_AddImpulse_Implementation(const FVector_NetQuantizeNormal& Direction, float force) { } void APlayerCharacter::Server_ActivateTemporaryBuff_Implementation(UTemporaryBuff* buff) { } void APlayerCharacter::SendLevelUpStatistics(const int32 currentRank) { } void APlayerCharacter::ReviveProgress(float Progress) { } void APlayerCharacter::RequestChangeInGravityScale_Implementation(float newGravityScale) { } void APlayerCharacter::RejectInvite() { } void APlayerCharacter::PilotVehicle(AActor* Vehicle) { } void APlayerCharacter::Paralyze(AActor* ParalyzedBy) { } void APlayerCharacter::OpenChat() { } void APlayerCharacter::OnResourceFull(UCappedResource* Resource) { } void APlayerCharacter::OnRep_IsStandingDown() { } void APlayerCharacter::OnRep_IsDancing() { } void APlayerCharacter::OnRep_HeadLightOn() { } void APlayerCharacter::OnRep_DanceMove() { } void APlayerCharacter::OnRep_CharacterState(UCharacterStateComponent* oldState) { } void APlayerCharacter::OnItemEquipped(AItem* Item) { } void APlayerCharacter::OnCharacterUsed(APlayerCharacter* User, EInputKeys Key) { } void APlayerCharacter::OnCharacterBeginUse(APlayerCharacter* User, EInputKeys Key) { } void APlayerCharacter::MouseWheelUp() { } void APlayerCharacter::MouseWheelDown() { } bool APlayerCharacter::LockIfState(ECharacterState LockIf, ECharacterState LockTo, bool canMoveAndAim) { return false; } void APlayerCharacter::JumpRelease() { } void APlayerCharacter::JumpPress() { } bool APlayerCharacter::IsWithinDistance(AActor* Source, float Distance) const { return false; } bool APlayerCharacter::IsWalking() const { return false; } bool APlayerCharacter::IsUsingPressed() const { return false; } bool APlayerCharacter::IsUsingItemPressed() const { return false; } bool APlayerCharacter::IsStateActive(ECharacterState State) const { return false; } bool APlayerCharacter::IsSaluting() const { return false; } bool APlayerCharacter::IsParalyzed() const { return false; } bool APlayerCharacter::IsMovementInputPressed() { return false; } bool APlayerCharacter::IsMining() const { return false; } bool APlayerCharacter::IsLyingDown() const { return false; } bool APlayerCharacter::IsJumpPressed() const { return false; } bool APlayerCharacter::IsInState(ECharacterState aState) const { return false; } bool APlayerCharacter::IsFrozen() const { return false; } bool APlayerCharacter::IsFirstPerson() const { return false; } bool APlayerCharacter::IsEquipepdActor(AActor* Actor) const { return false; } bool APlayerCharacter::IsDown() const { return false; } bool APlayerCharacter::IsAlive() const { return false; } void APlayerCharacter::InstantRevive(APlayerCharacter* ReviveTarget, EInputKeys Key) { } void APlayerCharacter::IgnoreInvite() { } bool APlayerCharacter::HasBeenRevived() const { return false; } UCharacterUseComponent* APlayerCharacter::GetUseComponent() const { return NULL; } UPlayerTPAnimInstance* APlayerCharacter::GetTPAnimInstance() const { return NULL; } float APlayerCharacter::GetTimeSinceLastRevival() const { return 0.0f; } ECharacterState APlayerCharacter::GetPreviousState() const { return ECharacterState::Walking; } AFSDPlayerState* APlayerCharacter::GetPlayerState() const { return NULL; } FString APlayerCharacter::GetPlayerName() const { return TEXT(""); } AFSDPlayerController* APlayerCharacter::GetPlayerController() const { return NULL; } UInventoryList* APlayerCharacter::GetInventoryList() const { return NULL; } FText APlayerCharacter::GetHeroSwitchToMessage() const { return FText::GetEmpty(); } FText APlayerCharacter::GetHeroName() const { return FText::GetEmpty(); } FHeroInfo APlayerCharacter::GetHeroInfo() const { return FHeroInfo{}; } UTexture2D* APlayerCharacter::GetHeroIcon() const { return NULL; } FLinearColor APlayerCharacter::GetHeroColor() const { return FLinearColor{}; } UPlayerFPAnimInstance* APlayerCharacter::GetFPAnimInstance() const { return NULL; } AItem* APlayerCharacter::GetEquippedItem() const { return NULL; } float APlayerCharacter::GetDownTime() const { return 0.0f; } APlayerCharacter* APlayerCharacter::GetDownCameraTarget() const { return NULL; } ECharacterState APlayerCharacter::GetCurrentState() const { return ECharacterState::Walking; } UCommunicationComponent* APlayerCharacter::GetCommunicationComponent() const { return NULL; } float APlayerCharacter::GetClassXP() { return 0.0f; } UCharacterVanityComponent* APlayerCharacter::GetCharacterVanity() const { return NULL; } UCharacterStateComponent* APlayerCharacter::GetCharacterStateComponent(ECharacterState State) const { return NULL; } float APlayerCharacter::GetBeginRevivedProgress() const { return 0.0f; } FString APlayerCharacter::GetAnalyticsClass() const { return TEXT(""); } FRotator APlayerCharacter::GetAimRotation() const { return FRotator{}; } FVector APlayerCharacter::GetActorGroundLocation() const { return FVector{}; } TArray APlayerCharacter::GetActiveShieldGenerators() { return TArray(); } UPlayerAnimInstance* APlayerCharacter::GetActiveAnimInstance() const { return NULL; } void APlayerCharacter::ForceIsPressingMovementInputKey() { } void APlayerCharacter::ExitVehicle() { } void APlayerCharacter::CycleItemUp() { } void APlayerCharacter::CycleItemReleased() { } void APlayerCharacter::CycleItemPressed() { } void APlayerCharacter::CycleItemDown() { } void APlayerCharacter::ConsumeCycleItemButton() { } void APlayerCharacter::Client_TargetDamaged_Implementation(UObject* Health, float Damage, float DamageModifier, bool IsWeakPoint, bool IsRadial) { } void APlayerCharacter::Client_OpenMinersManual_Implementation() { } void APlayerCharacter::Client_AddImpulse_Implementation(const FVector_NetQuantizeNormal& Direction, float force) { } void APlayerCharacter::Client_ActivateTemporaryBuff_Implementation(UTemporaryBuff* buff) { } void APlayerCharacter::CheckWithoutAPaddleAchievement_Implementation() { } void APlayerCharacter::ChangeState(ECharacterState NewState) { } void APlayerCharacter::ChangeIfDifferentState(ECharacterState NewState) { } bool APlayerCharacter::CanEscapeFromGrabber() const { return false; } void APlayerCharacter::CallDonkeyReleased() { } void APlayerCharacter::CallDonkeyPressed() { } void APlayerCharacter::AnnounceSchematicCollected(USchematic* InSchematic) { } void APlayerCharacter::All_StartSalute_Implementation(UAnimMontage* saluteMontage) { } void APlayerCharacter::All_ShowImpactEffects_Implementation(UParticleSystem* Particles, FVector_NetQuantize Location, FVector_NetQuantizeNormal Orientation) const { } void APlayerCharacter::All_ShowFieldMedicInstantReviveEffects_Implementation() { } void APlayerCharacter::AddImpulseToActor(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse) { } void APlayerCharacter::AddImpulseFromVector(const FVector& Vector) { } void APlayerCharacter::AddImpulseFromDirectionAndForce(const FVector& Direction, float force) { } void APlayerCharacter::AcknowledgeCharacterState_Implementation(ECharacterState eState) { } void APlayerCharacter::AcceptInvite() { } void APlayerCharacter::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(APlayerCharacter, IsPressingMovementInputKey); DOREPLIFETIME(APlayerCharacter, ActiveCharacterState); DOREPLIFETIME(APlayerCharacter, IsRunning); DOREPLIFETIME(APlayerCharacter, HeadLightOn); DOREPLIFETIME(APlayerCharacter, IsUsing); DOREPLIFETIME(APlayerCharacter, IsStandingDown); DOREPLIFETIME(APlayerCharacter, IsDancing); DOREPLIFETIME(APlayerCharacter, DanceMove); DOREPLIFETIME(APlayerCharacter, PlayerIsLeavingInDroppod); } APlayerCharacter::APlayerCharacter() { this->HeightenedSenseComponent = NULL; this->JetBootsComponentSpawnable = NULL; this->ZipLineStateComponent = NULL; this->BoundPerkActivationW = NULL; this->PerkActivationTimer = -1.00f; this->GrabbedByClass = NULL; this->bIsBeingBittenByCaveLeech = false; this->WidgetInteraction = CreateDefaultSubobject(TEXT("WidgetInteraction")); this->EquipLaserpointerHoldDuration = 0.33f; this->IsPressingMovementInputKey = false; this->characterID = NULL; this->FPMesh = CreateDefaultSubobject(TEXT("FPMesh")); this->FirstPersonCamera = CreateDefaultSubobject(TEXT("FirstPersonCamera")); this->FirstPersonRoot = CreateDefaultSubobject(TEXT("FPRoot")); this->ActorTracking = CreateDefaultSubobject(TEXT("ActorTracking")); this->IntoxicationComponent = NULL; this->MissionStatsCollector = CreateDefaultSubobject(TEXT("MissionStatsCollector")); this->ThirdPersonSpringArm = CreateDefaultSubobject(TEXT("ThirdPersonSpringArm")); this->ThirdPersonCamera = CreateDefaultSubobject(TEXT("ThirdPersonCamera")); this->ThirdPersonLight = CreateDefaultSubobject(TEXT("ThirdPersonLight")); this->FollowSpringArm = CreateDefaultSubobject(TEXT("FollowSpringArm")); this->FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); this->DownCamera = CreateDefaultSubobject(TEXT("DownCamera")); this->CameraController = CreateDefaultSubobject(TEXT("CameraController")); this->HealthComponent = CreateDefaultSubobject(TEXT("Health")); this->SightComponent = CreateDefaultSubobject(TEXT("SightComponent")); this->InventoryComponent = CreateDefaultSubobject(TEXT("Inventory")); this->UseComponentNew = CreateDefaultSubobject(TEXT("UseComponentNew")); this->UsableComponent = CreateDefaultSubobject(TEXT("UsableComponent")); this->OutlineComponent = CreateDefaultSubobject(TEXT("OutlineComponent")); this->RecoilComponent = CreateDefaultSubobject(TEXT("RecoilComponent")); this->StatusEffectsComponent = CreateDefaultSubobject(TEXT("StatusEffects")); this->PawnStatsComponent = CreateDefaultSubobject(TEXT("PawnStats")); this->PawnAfflictionComponent = CreateDefaultSubobject(TEXT("PawnAfflictions")); this->PlayerInfoComponent = CreateDefaultSubobject(TEXT("PlayerInfoComponent")); this->AttackerPositioningComponent = CreateDefaultSubobject(TEXT("AttackerPositioning")); this->CommunicationComponent = CreateDefaultSubobject(TEXT("Communication")); this->TemperatureComponent = CreateDefaultSubobject(TEXT("TemperatureComponent")); this->InfectionComponent = CreateDefaultSubobject(TEXT("InfectionComponent")); this->ReactiveTerrainTracker = CreateDefaultSubobject(TEXT("TerrainTracker")); this->TrackGrindUsableComponent = CreateDefaultSubobject(TEXT("TrackGrindUsable")); this->RunningSpeed = 0.00f; this->RunBoost = 0.00f; this->RunBoostChargeTime = 0.00f; this->RunBoostActivationSound = NULL; this->RunBoostParticles = NULL; this->RunBoostAffliction = NULL; this->HangingPhysicsAsset = NULL; this->HangingSimulationBlend = 1.00f; this->IsPlayableCharacter = true; this->SprintSoundComponent = NULL; this->SpringSound = NULL; this->DownedCameraMinPitch = -75.00f; this->DownedCameraMaxPitch = 0.00f; this->TurnToFaceScannerAngularSpeed = 180.00f; this->Turn180Time = 0.50f; this->CarryingMovementSpeedPenalty = 0.50f; this->CarryingMaxFallVelocity = 1200.00f; this->MaxThrowProgress = 1.00f; this->MaxThrowHoldDuration = 2.00f; this->CarryingThrowMinForce = 100.00f; this->CarryingThrowMaxForce = 600.00f; this->PlayerVelocityToThrowFactor = 0.00f; this->CarryingThrowingStatusEffect = NULL; this->ThrowCarriableProgress = 0.00f; this->ActiveCharacterState = NULL; this->IsInDropPod = false; this->IsInEscapePod = false; this->ButtonMemoryDuration = 0.25f; this->IsRunning = false; this->CanDash = false; this->DashInputWindow = 0.30f; this->DashFowardMovementMinRequirement = 0.90f; this->DashRightMovementMaxRequirement = 0.10f; this->DashControllerMinValueRequired = 0.50f; this->DashCooldown = 1.00f; this->DashStatusEffect = NULL; this->ForwardInput = 0.00f; this->RightInput = 0.00f; this->ControllerForwardInput = 0.00f; this->ControllerRightInput = 0.00f; this->StoppedRunningTime = -1.00f; this->ShoutPressedTime = -1.00f; this->bIsUsingItemPressed = false; this->bIsUsingPressed = false; this->UsingDelay = 0.00f; this->HeadLightOn = true; this->IsUsing = false; this->JumpPressedTime = 0.00f; this->CanMove = true; this->CanAim = true; this->CanUseItem = true; this->CanChangeItems = true; this->CanMine = true; this->CanSalute = true; this->IsStandingDown = false; this->InDanceRange = false; this->IsDancing = false; this->DanceStartTime = 0.00f; this->HappyFeetAchievement = NULL; this->DanceMove = 0; this->CameraMode = ECharacterCameraMode::FirstPerson; this->IsInCharacterSelectionWorld = false; this->bShouldSpawnAnimEffects = true; this->IdleTime = 0.00f; this->FPDrinkSalute = NULL; this->TPDrinkSalute = NULL; this->CurrentSaluteMontage = NULL; this->BlockTrackGrindOnLanded = false; this->RadarMaterialInstance = NULL; this->RadarMaterialAngleParameterIndex = 0; this->FallbackPhysicalMaterial = NULL; this->ClientReady = false; this->NextCharacterState = NULL; this->PlayerIsLeavingInDroppod = false; this->CanInstantRevive = false; this->HasInitializedPerks = false; this->CharacterVanity = CreateDefaultSubobject(TEXT("CharacterVanity")); }