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