mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
79 lines
3.7 KiB
C++
79 lines
3.7 KiB
C++
#include "FortWindManager.h"
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bool AFortWindManager::SetWindImpulseCylinderMagnitude(const FFortWindImpulseHandle& ImpulseHandle, float NewMagnitude, float BlendTime) {
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return false;
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}
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bool AFortWindManager::SetWindImpulse(const FFortWindImpulseHandle& ImpulseHandle, const FFortWindImpulseRadius& WindImpulse) {
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return false;
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}
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void AFortWindManager::RemoveWindImpulse(const FFortWindImpulseHandle& ImpulseHandle, float BlendTime) {
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}
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FFortWindImpulseRadius AFortWindManager::MakeWindImpulseRadius(const FVector& ImpulseLocation, float ImpulseRadius, float ImpulseMagnitude, float ImpulseBlendTime) {
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return FFortWindImpulseRadius{};
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}
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FFortWindImpulseCylinder AFortWindManager::MakeWindImpulseCylinder(const FVector& ImpulseLocation, float ImpulseInnerRadius, float ImpulseOuterRadius, float ImpulseMagnitude, const FVector& ImpulseDirection) {
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return FFortWindImpulseCylinder{};
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}
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bool AFortWindManager::HasWindImpulse(const FFortWindImpulseHandle& WindImpulseHandle) const {
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return false;
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}
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AFortWindManager* AFortWindManager::GetWindManager(const UObject* WorldContextObject) {
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return NULL;
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}
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void AFortWindManager::GetGlobalWindIntensityAndDirection(float& WindIntensity, FVector& WindDirection) const {
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}
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bool AFortWindManager::GetCurrentWindImpulseCylinderDelta(FFortWindImpulseCylinder& WindImpulseCylinder, FFortWindImpulseCylinderDelta& WindImpulseCylinderDelta) const {
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return false;
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}
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void AFortWindManager::BreakWindImpulseRadius(const FFortWindImpulseRadius& InWindImpulseRadius, FVector& ImpulseLocation, float& ImpulseRadius, float& ImpulseMagnitude, float& ImpulseBlendTime) {
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}
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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) {
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}
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void AFortWindManager::BreakWindImpulseCylinderAdvanced(const FFortWindImpulseCylinder& WindImpulseCylinder, FVector& WindLocation, float& WindInnerRadius, float& WindOuterRadius, FVector& WindWorldDirection, float& WindMagnitude, FBox& WindWorldBounds, bool& bIsWindChanging, bool& bIsWindChangePending) {
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}
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void AFortWindManager::BreakWindImpulseCylinder(const FFortWindImpulseCylinder& InWindImpulseCylinder, FVector& ImpulseLocation, float& ImpulseInnerRadius, float& ImpulseOuterRadius, float& ImpulseMagnitude, FVector& ImpulseDirection) {
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}
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FFortWindImpulseHandle AFortWindManager::AddWindImpulseCylinder(const FFortWindImpulseCylinder& WindImpulseCylinder, float BlendTime) {
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return FFortWindImpulseHandle{};
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}
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FFortWindImpulseHandle AFortWindManager::AddWindImpulse(const FFortWindImpulseRadius& WindImpulse) {
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return FFortWindImpulseHandle{};
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}
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AFortWindManager::AFortWindManager() {
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this->bAllowWindImpulses = true;
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this->bAllowResponderAudio = true;
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this->SectionWidth = 512.00f;
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this->MinimumSectionBlendTime = 0.50f;
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this->WindVectorParameterName = TEXT("WindVector_CodeControlled");
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this->NextNearbyIndexToUpdate = 0;
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this->AudioWindSpeedParameterName = TEXT("WindSpeed");
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this->AudioWindInterpSpeed = 1.00f;
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this->AudioWindMaxResponderDistance = 4096.00f;
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this->UpdateWindMaxResponderDistance = 27500.00f;
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this->ViewerMovementDistanceForRefresh = 768.00f;
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}
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