41 lines
1.6 KiB
C++
Executable file
41 lines
1.6 KiB
C++
Executable file
#include "AIFunctionLibrary.h"
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void UAIFunctionLibrary::SetAICanSense(bool canSense) {
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}
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int32 UAIFunctionLibrary::MakeEnemiesFleeFromArea(UObject* WorldContextObject, const FVector& Center, float Radius, int32 maxEnemiesAffected) {
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return 0;
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}
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void UAIFunctionLibrary::MakeEnemiesBackOutOfArea(UObject* WorldContextObject, const FVector& Center, float Radius) {
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}
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bool UAIFunctionLibrary::IsEnemyAlertet(APawn* enemy) {
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return false;
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}
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APlayerCharacter* UAIFunctionLibrary::GetPlayerTarget(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) {
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return NULL;
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}
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bool UAIFunctionLibrary::GetAttackableTargetsInRange(AActor* From, TArray<UAttackerPositioningComponent*>& outArray, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) {
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return false;
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}
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UAttackerPositioningComponent* UAIFunctionLibrary::GetAttackableTarget(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool accountForAttackers, AActor* ignoreTarget, bool IsFlying) {
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return NULL;
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}
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APlayerCharacter* UAIFunctionLibrary::ConsiderChangingTarget(APlayerCharacter* CurrentTarget, AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool CurrentTargetMustBeAlive, bool IsFlying) {
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return NULL;
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}
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void UAIFunctionLibrary::AlertEnemy(APawn* enemy) {
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}
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void UAIFunctionLibrary::AlertEnemiesInRange(UObject* WorldContextObject, FVector Origin, float range, APawn* alerter) {
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}
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UAIFunctionLibrary::UAIFunctionLibrary() {
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}
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