#include "FortWindManager.h" bool AFortWindManager::SetWindImpulseCylinderMagnitude(const FFortWindImpulseHandle& ImpulseHandle, float NewMagnitude, float BlendTime) { return false; } bool AFortWindManager::SetWindImpulse(const FFortWindImpulseHandle& ImpulseHandle, const FFortWindImpulseRadius& WindImpulse) { return false; } void AFortWindManager::RemoveWindImpulse(const FFortWindImpulseHandle& ImpulseHandle, float BlendTime) { } FFortWindImpulseRadius AFortWindManager::MakeWindImpulseRadius(const FVector& ImpulseLocation, float ImpulseRadius, float ImpulseMagnitude, float ImpulseBlendTime) { return FFortWindImpulseRadius{}; } FFortWindImpulseCylinder AFortWindManager::MakeWindImpulseCylinder(const FVector& ImpulseLocation, float ImpulseInnerRadius, float ImpulseOuterRadius, float ImpulseMagnitude, const FVector& ImpulseDirection) { return FFortWindImpulseCylinder{}; } bool AFortWindManager::HasWindImpulse(const FFortWindImpulseHandle& WindImpulseHandle) const { return false; } AFortWindManager* AFortWindManager::GetWindManager(const UObject* WorldContextObject) { return NULL; } void AFortWindManager::GetGlobalWindIntensityAndDirection(float& WindIntensity, FVector& WindDirection) const { } bool AFortWindManager::GetCurrentWindImpulseCylinderDelta(FFortWindImpulseCylinder& WindImpulseCylinder, FFortWindImpulseCylinderDelta& WindImpulseCylinderDelta) const { return false; } void AFortWindManager::BreakWindImpulseRadius(const FFortWindImpulseRadius& InWindImpulseRadius, FVector& ImpulseLocation, float& ImpulseRadius, float& ImpulseMagnitude, float& ImpulseBlendTime) { } void AFortWindManager::BreakWindImpulseCylinderDelta(const FFortWindImpulseCylinderDelta& WindImpulseCylinderDelta, FVector& WindDeltaCenter, bool& bWindImpulseInitialized, bool& bWindRipplesOutward, float& WindDeltaSectionWidth, float& WindDeltaInnerSectionRadius, float& WindDeltaOuterSectionRadius, float& WindDeltaMaximumRadius, float& WindDeltaDesiredOverallBlendTime, float& WindDeltaSectionBlendTime, float& WindDeltaSectionCurrentBlendTime, float& WindDeltaPreviousMagnitude, float& WindDeltaSectionCurrentMagnitude, float& WindDeltaDesiredMagnitude, FBox& WindDeltaOuterWorldBounds, FBox& WindDeltaInnerWorldBounds, FBox& WindImpulseBounds, FFortWindImpulseHandle& WindImpulseHandleToModify) { } void AFortWindManager::BreakWindImpulseCylinderAdvanced(const FFortWindImpulseCylinder& WindImpulseCylinder, FVector& WindLocation, float& WindInnerRadius, float& WindOuterRadius, FVector& WindWorldDirection, float& WindMagnitude, FBox& WindWorldBounds, bool& bIsWindChanging, bool& bIsWindChangePending) { } void AFortWindManager::BreakWindImpulseCylinder(const FFortWindImpulseCylinder& InWindImpulseCylinder, FVector& ImpulseLocation, float& ImpulseInnerRadius, float& ImpulseOuterRadius, float& ImpulseMagnitude, FVector& ImpulseDirection) { } FFortWindImpulseHandle AFortWindManager::AddWindImpulseCylinder(const FFortWindImpulseCylinder& WindImpulseCylinder, float BlendTime) { return FFortWindImpulseHandle{}; } FFortWindImpulseHandle AFortWindManager::AddWindImpulse(const FFortWindImpulseRadius& WindImpulse) { return FFortWindImpulseHandle{}; } AFortWindManager::AFortWindManager() { this->bAllowWindImpulses = true; this->bAllowResponderAudio = true; this->SectionWidth = 512.00f; this->MinimumSectionBlendTime = 0.50f; this->WindVectorParameterName = TEXT("WindVector_CodeControlled"); this->NextNearbyIndexToUpdate = 0; this->AudioWindSpeedParameterName = TEXT("WindSpeed"); this->AudioWindInterpSpeed = 1.00f; this->AudioWindMaxResponderDistance = 4096.00f; this->UpdateWindMaxResponderDistance = 27500.00f; this->ViewerMovementDistanceForRefresh = 768.00f; }