Files
2026-04-22 15:51:07 +02:00

40 lines
1.3 KiB
C++

#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<FLifetimeProperty>& 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;
}