DRG-Femboy-Voice/Source/FSD/Private/DifficultySetting.cpp
2025-04-15 12:39:31 -07:00

46 lines
1.5 KiB
C++
Executable file

#include "DifficultySetting.h"
bool UDifficultySetting::IsUnlocked(UObject* WorldContext) const {
return false;
}
int32 UDifficultySetting::GetDifficultyIndex() const {
return 0;
}
float UDifficultySetting::AddHazardBonus(float BaseValue) const {
return 0.0f;
}
UDifficultySetting::UDifficultySetting() {
this->CampaignRequirement = NULL;
this->SelectedByDefaultCampaignRequirement = NULL;
this->EnvironmentalDamageModifier = 0.50f;
this->ExtraLargeEnemyDamageResistance.AddDefaulted(4);
this->ExtraLargeEnemyDamageResistanceB.AddDefaulted(4);
this->ExtraLargeEnemyDamageResistanceC.AddDefaulted(4);
this->ExtraLargeEnemyDamageResistanceD.AddDefaulted(4);
this->EnemyDamageResistance.AddDefaulted(4);
this->SmallEnemyDamageResistance.AddDefaulted(4);
this->EnemyDamageModifier.AddDefaulted(4);
this->EnemyToEnemyDamageModifier = 1.00f;
this->EnemyCountModifier.AddDefaulted(4);
this->BossDifficultyScaler = 1.00f;
this->PointExtractionScaler = 1.00f;
this->SpecialEncounterModifier = 1.00f;
this->HazardBonus = 0.00f;
this->FriendlyFireModifier = 0.33f;
this->WaveStartDelayScale = 1.00f;
this->MinPoolSize = 5;
this->SpeedModifier = 1.00f;
this->AttackCooldownModifier = 1.00f;
this->ProjectileSpeedModifier = 1.00f;
this->DifficultyGroup = 0;
this->DifficultyGroupIndex = 0;
this->HeathRegenerationMax = 0.25f;
this->ReviveHealthRatio = 0.40f;
this->EliteChanceModifier = 0.00f;
this->EliteCooldown = 60.00f;
this->MaxActiveElites = 1;
}