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

41 lines
1.6 KiB
C++
Executable file

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