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

247 lines
7.5 KiB
C++
Executable file

#include "DeepPathfinderMovement.h"
#include "Net/UnrealNetwork.h"
void UDeepPathfinderMovement::UpdateTargetActor(AActor* NewTarget) {
}
void UDeepPathfinderMovement::UpdateDestination(const FVector& Dest) {
}
void UDeepPathfinderMovement::UnPauseMovement() {
}
void UDeepPathfinderMovement::TeleportTo(const FVector& destLoc, const FRotator& destRot) {
}
void UDeepPathfinderMovement::StopMove() {
}
void UDeepPathfinderMovement::StopAttackStance() {
}
bool UDeepPathfinderMovement::StartMoveToActor(AActor* Dest, float NewAcceptanceRadius, bool ToCenterOfMass) {
return false;
}
bool UDeepPathfinderMovement::StartMoveTo(const FVector& Dest, float NewAcceptanceRadius) {
return false;
}
bool UDeepPathfinderMovement::StartFleeFrom(const FVector& dangerPos, float Distance) {
return false;
}
void UDeepPathfinderMovement::StartFakePhysicsMoveSet(UFakeMoverSettings* NewMoveSettings) {
}
void UDeepPathfinderMovement::StartFakePhysics(const FVector& Vel) {
}
void UDeepPathfinderMovement::StartAttackStance(const FVector& stancePos) {
}
void UDeepPathfinderMovement::SnapToPathfinder() {
}
void UDeepPathfinderMovement::SetSlowDownAngles(const float Min, const float Max) {
}
void UDeepPathfinderMovement::SetMaxSpeed(const float Speed) {
}
void UDeepPathfinderMovement::SetMaxAcceleration(float Value) {
}
void UDeepPathfinderMovement::SetHandleRotation(const bool flag) {
}
void UDeepPathfinderMovement::SetFreezeAlignment(bool Freeze) {
}
void UDeepPathfinderMovement::SetControlledExternally(bool controlled) {
}
void UDeepPathfinderMovement::PauseMovement(float Time) {
}
bool UDeepPathfinderMovement::PathExistTo(const FVector& Dest) {
return false;
}
bool UDeepPathfinderMovement::PathExistsBetween(const FVector& From, const FVector& To) {
return false;
}
void UDeepPathfinderMovement::OnRep_PathMovedDist(uint32 lastPathMovedDist) {
}
void UDeepPathfinderMovement::OnRep_Path(const FDeepRepPath& oldPath) {
}
void UDeepPathfinderMovement::OnRep_MoveSettings(const UFakeMoverSettings* NewMoveSettings) {
}
bool UDeepPathfinderMovement::IsFreezeAlignmentSet() const {
return false;
}
float UDeepPathfinderMovement::GetVerticalAngleSpeed() {
return 0.0f;
}
void UDeepPathfinderMovement::GetRandomSpawnPointAtApproximateDistance_Async(const FVector& Origin, float Distance, bool& success, FVector& outPos, FLatentActionInfo LatentInfo) {
}
void UDeepPathfinderMovement::GetRandomReachablePointAtApproximateDistance_Async(const FVector& Origin, float Distance, bool& success, FVector& outPos, FLatentActionInfo LatentInfo) {
}
bool UDeepPathfinderMovement::GetRandomReachablePointAtApproximateDistance(const FVector& Origin, float Distance, FVector& outPos) {
return false;
}
FVector UDeepPathfinderMovement::GetPathForwardDirection() {
return FVector{};
}
DeepPathFinderType UDeepPathfinderMovement::GetPathfinderType() const {
return DeepPathFinderType::Walk;
}
DeepPathFinderSize UDeepPathfinderMovement::GetPathfinderSize() const {
return DeepPathFinderSize::Invalid;
}
EDeepMovementState UDeepPathfinderMovement::GetMovementState() const {
return EDeepMovementState::Stationary;
}
float UDeepPathfinderMovement::GetMaxAcceleration() const {
return 0.0f;
}
bool UDeepPathfinderMovement::GetIsStrafing() {
return false;
}
float UDeepPathfinderMovement::GetHorizontalAngleSpeed() {
return 0.0f;
}
FVector UDeepPathfinderMovement::GetCurrentMovePos() const {
return FVector{};
}
UFakeMoverSettings* UDeepPathfinderMovement::GetCurrentFakePhysicsMoveSet() {
return NULL;
}
float UDeepPathfinderMovement::GetApproximatePathLength(FVector Start, FVector End) const {
return 0.0f;
}
bool UDeepPathfinderMovement::FlyToConnectedPosition(const FVector& destPos) {
return false;
}
bool UDeepPathfinderMovement::FindPointKeepingDistance(const FVector& Origin, float MinDistance, float MaxDistance, const FVector& Target, float idealTargetDistance, FVector& outPos) {
return false;
}
FVector UDeepPathfinderMovement::FindPathfinderPointBelow(const FVector& Pos, float HeightOffset) {
return FVector{};
}
FVector UDeepPathfinderMovement::FindPathfinderPointAbove(const FVector& Pos, float HeightOffset) {
return FVector{};
}
FVector UDeepPathfinderMovement::FindPathfinderOffsetPoint(const FVector& Pos, const EOffsetFrom offsetFrom, float HeightOffset) {
return FVector{};
}
FVector UDeepPathfinderMovement::FindNearestPathfinderPointOverrideType(const FVector& Pos, DeepPathFinderType overrideType, float MaxDistance) {
return FVector{};
}
void UDeepPathfinderMovement::FindNearestPathfinderPoint_Async(const FVector& Pos, float MaxDistance, bool& success, FVector& outPos, FLatentActionInfo LatentInfo) {
}
FVector UDeepPathfinderMovement::FindNearestPathfinderPoint(const FVector& Pos, float MaxDistance) const {
return FVector{};
}
FVector UDeepPathfinderMovement::FindNearestConnectedPathfinderPoint(const FVector& Pos, float MaxDistance) {
return FVector{};
}
FQuat UDeepPathfinderMovement::CalcPathfinderOrientation(const FVector& Pos, const FVector& forwardDir) {
return FQuat{};
}
bool UDeepPathfinderMovement::BackOffFrom(const FVector& dangerPos, float Distance) {
return false;
}
void UDeepPathfinderMovement::AddFakeMoverImpulse(const FVector& Impulse) {
}
void UDeepPathfinderMovement::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UDeepPathfinderMovement, PathMovedDist);
DOREPLIFETIME(UDeepPathfinderMovement, Path);
DOREPLIFETIME(UDeepPathfinderMovement, MoveSettings);
DOREPLIFETIME(UDeepPathfinderMovement, TargetActor);
DOREPLIFETIME(UDeepPathfinderMovement, MoveMode);
}
UDeepPathfinderMovement::UDeepPathfinderMovement() {
this->UseDormancy = false;
this->MaxPawnSpeed = 300.00f;
this->StrafeSpeed = 150.00f;
this->MinSlowdownAngle = 20.00f;
this->MaxSlowdownAngle = 90.00f;
this->MaxStrafeDistance = 200.00f;
this->AlignDirectionSpeed = 4.00f;
this->FleeSpeedBoostMultiplier = 1.50f;
this->MaxAcceleration = 500.00f;
this->MaxBrakingDeceleration = 200.00f;
this->AngleSpeedFilterFactor = 2.00f;
this->AIAvoidanceWeight = 10;
this->PathfinderType = DeepPathFinderType::Walk;
this->PathfinderSize = DeepPathFinderSize::Medium;
this->MovementPhysicsType = ETeleportType::TeleportPhysics;
this->PathfinderPreference = DeepPathFinderPreference::None;
this->AlignTowardsTargetIfStationary = false;
this->AlignToTargetMinRequiredAngle = 0.00f;
this->AllowSlowTickRateWhenNotVisible = true;
this->ForceAPathIfNoneFound = false;
this->DrawServerPath = false;
this->CSGWorld = NULL;
this->PathMovedDist = 0;
this->LocalPathMovedDist = 0;
this->MoveSettings = NULL;
this->TargetActor = NULL;
this->CurrentPathIndex = 0;
this->CurrentPathFraction = 0.00f;
this->DestinationActor = NULL;
this->AcceptanceRadius = 0.00f;
this->OnlyPartPath = false;
this->PauseMovementTime = 0.00f;
this->MoveMode = EDeepMovementMode::Normal;
this->PawnStats = NULL;
this->VerticalAngleSpeed = 0.00f;
this->HorizontalAngleSpeed = 0.00f;
this->IsStrafing = false;
this->HasOustandingPathRequest = false;
this->LastPathReachedPreciseDestination = true;
this->PostponedTickTime = 0.00f;
this->LastMoveSuccessful = false;
this->HandleRotation = true;
this->TickAfterOwnerDeath = false;
this->DampOmega = 2.00f;
this->UseMovementSpring = false;
this->SnapToPathfinderOnFirstMove = true;
this->FakeSyncTime = 0.00f;
}