#include "FortAthenaAIBotController.h" #include "Net/UnrealNetwork.h" void AFortAthenaAIBotController::OnTargetPawnDestroyed() { } void AFortAthenaAIBotController::OnTargetPawnDead(AFortPawn* FortPawn) { } void AFortAthenaAIBotController::OnTargetBuildingDestroyed(ABuildingActor* Building, AAthenaAIController* AIController) { } void AFortAthenaAIBotController::OnPerceptionSensed(AActor* SourceActor, FAIStimulus Stim) { } void AFortAthenaAIBotController::OnAgentDBNO(AFortPawn* InPlayer, bool bInIsDBNO) { } void AFortAthenaAIBotController::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortAthenaAIBotController, Inventory); } AFortAthenaAIBotController::AFortAthenaAIBotController() { this->BehaviorTree = NULL; this->PlayerBotPawn = NULL; this->CachedBotManager = NULL; this->CachedGameMode = NULL; this->CachedBotMutator = NULL; this->CurrentAlertLevel = EAlertLevel::Unaware; this->VisualStimStrengthThresholdToBecomeThreatened = 0.50f; this->Inventory = NULL; this->Skill = 4.00f; this->DBNOPlayStyle = EDBNOPlayStyle::ThristyButPassiveOnPlayers; this->bWaitForMapReadyToStartLogic = true; this->CachedWorldItem = NULL; }