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

87 lines
1.7 KiB
C++
Executable file

#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<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFSDPawn, IsFrozen);
}
AFSDPawn::AFSDPawn() {
this->StatusEffects = CreateDefaultSubobject<UStatusEffectsComponent>(TEXT("StatusEffects"));
this->Temperature = CreateDefaultSubobject<UEnemyTemperatureComponent>(TEXT("Temperature"));
this->SpawnedFromDescriptor = NULL;
this->IsFrozen = false;
this->CanFlee = true;
this->FleeInsteadOfBackingOff = false;
this->IsFleeing = false;
this->PawnStatsInstance = NULL;
}