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