#include "FortPawn.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" bool AFortPawn::WasDBNOOnDeath() const { return false; } void AFortPawn::TriggerFeedbackEvent(FName EventName, AFortPawn* InstigatorPawn, AFortPawn* Recipient, float OverriddenDelay) { } void AFortPawn::StopSpinning() { } void AFortPawn::StopPushMomentum() { } void AFortPawn::StopBatchedLoopingWeaponActivation() { } void AFortPawn::StartSpinning(float Value, bool bFallingOnly, bool bAdjustForInputYawScale) { } void AFortPawn::StartPushMomentum(FVector NewPushMomentum, float Duration) { } AFortSoundCameraLensEffect* AFortPawn::SpawnSoundLensEffectDirectional(AFortPawn* TrackedPawn, FVector HitInfo, float MaxAudibleDistance, EFortSoundIndicatorTypes IndicatorType, const AActor* InstigatingActor, FLinearColor Tint, UTexture* OverrideIcon) { return NULL; } AFortEmitterCameraLensEffectDirectional* AFortPawn::SpawnCameraLensEffectDirectional(TSubclassOf LensEffectEmitterClass, AFortPawn* DamageDealer, const FHitResult& HitInfo, bool bDeferSpawn) { return NULL; } AEmitterCameraLensEffectBase* AFortPawn::SpawnCameraLensEffect(TSubclassOf LensEffectEmitterClass) { return NULL; } void AFortPawn::SetSpawnSpot(AActor* InSpawnSpot) { } void AFortPawn::SetShield(float NewShieldValue) { } void AFortPawn::SetPawnVisibility(bool bNewHidden, bool bPropagateToWeapon) { } void AFortPawn::SetPawnAndControlRotation(FRotator NewRotation) { } void AFortPawn::SetMovementSpeedMultiplier(float NewMovementSpeedVal) { } void AFortPawn::SetMaxShield(float NewValue) { } void AFortPawn::SetMaxHealth(float NewHealthVal) { } void AFortPawn::SetIsKnockedBack(bool bKnockback) { } void AFortPawn::SetHolsterWeapon(bool bHolster, bool bPlayEquipAnim, FName HolsterId, bool bForce) { } void AFortPawn::SetHealth(float NewHealthVal) { } void AFortPawn::SetGravityMultiplier(float NewGravityVal) { } void AFortPawn::SetGravityJumpMultipliers(float NewGravityVal, float NewVehicleGravityVal, float NewJumpZ, float NewJumpHorizontalAcceleration, float NewJumpHorizontalVelocity) { } void AFortPawn::SetFNameBasedOnHitDirection(const FVector& HitDirection, FName& NameResult, FName NameFront, FName NameBack, FName NameLeft, FName NameRight) { } void AFortPawn::SetControlRecoveryBehavior(EFortControlRecoveryBehavior NewBehavior) { } void AFortPawn::SetCallout(const FGameplayTag& CalloutTagToSet, float Duration) { } void AFortPawn::SetAimAssistTargetOverride(const USceneComponent* InOverride) { } void AFortPawn::ServerTeleportNearLocation_Implementation(FVector ActorLocation) { } bool AFortPawn::ServerTeleportNearLocation_Validate(FVector ActorLocation) { return true; } void AFortPawn::ServerInternalEquipWeapon_Implementation(AFortWeapon* Weap) { } bool AFortPawn::ServerInternalEquipWeapon_Validate(AFortWeapon* Weap) { return true; } void AFortPawn::SafeHolsterWeapon(bool bHolster, bool bPlayEquipAnim, FName HolsterId) { } void AFortPawn::ResetFallingHeight() { } void AFortPawn::RemoveNonReplicatedTagToPawn(const FGameplayTag& Tag) { } void AFortPawn::RemoveCallout(const FGameplayTag& CalloutTagToRemove) { } void AFortPawn::PrototypeCharacterMovement(TEnumAsByte MovementMode, FVector LaunchVelocity) { } void AFortPawn::PlaySound_Implementation(USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier) { } float AFortPawn::PlayLocalAnimMontage(UAnimMontage* NewAnimMontage, float InPlayRate, FName StartSectionName) { return 0.0f; } void AFortPawn::PlayFootStepSound(int32 FootDown) { } bool AFortPawn::PickUpActor(AActor* PickupTarget, const UFortDecoItemDefinition* PlacementDecoItemDefinition) { return false; } void AFortPawn::PawnStopFire(uint8 FireModeNum) { } void AFortPawn::PawnStartFire(uint8 FireModeNum) { } void AFortPawn::OnRep_WeaponActivated() { } void AFortPawn::OnRep_VocalChords() { } void AFortPawn::OnRep_TeleportCounter() { } void AFortPawn::OnRep_StormShieldComponent() { } void AFortPawn::OnRep_Sentence() { } void AFortPawn::OnRep_PushMomentum() { } void AFortPawn::OnRep_PawnUniqueID() { } void AFortPawn::OnRep_LastReplicatedEmoteExecuted() { } void AFortPawn::OnRep_LandingFlashCount() { } void AFortPawn::OnRep_JumpFlashCount() { } void AFortPawn::OnRep_IsKnockedBack() { } void AFortPawn::OnRep_IsDBNO() { } void AFortPawn::OnRep_DamageZoneActiveBitMask() { } void AFortPawn::OnRep_CurrentWeapon() { } void AFortPawn::OnRep_bWeaponHolstered() { } void AFortPawn::OnMontageStarted(UAnimMontage* Montage) { } void AFortPawn::OnMontageEnded(UAnimMontage* Montage, bool bInterrupted) { } void AFortPawn::OnMontageBlendingOut(UAnimMontage* Montage, bool bInterrupted) { } bool AFortPawn::OnlySpinWhenFalling() const { return false; } void AFortPawn::OnDeathPlayEffects_Implementation(float Damage, const FGameplayTagContainer& DamageTags, FVector Momentum, const FHitResult& HitInfo, AFortPawn* InstigatedBy, AActor* DamageCauser, FGameplayEffectContextHandle EffectContext) { } void AFortPawn::OnAllMontageInstancesEnded() { } void AFortPawn::NetMulticast_InvokeGameplayCuesExecuted_WithParams_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) { } void AFortPawn::NetMulticast_InvokeGameplayCuesExecuted_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) { } void AFortPawn::NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams_Implementation(const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) { } void AFortPawn::NetMulticast_InvokeGameplayCueExecuted_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) { } void AFortPawn::NetMulticast_InvokeGameplayCueExecuted_FromSpec_Implementation(const FGameplayEffectSpecForRPC Spec, FPredictionKey PredictionKey) { } void AFortPawn::NetMulticast_InvokeGameplayCueExecuted_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) { } void AFortPawn::NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters) { } void AFortPawn::NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec_Implementation(const FGameplayEffectSpecForRPC& Spec, FPredictionKey PredictionKey) { } void AFortPawn::NetMulticast_InvokeGameplayCueAdded_WithParams_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters Parameters) { } void AFortPawn::NetMulticast_InvokeGameplayCueAdded_Implementation(const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext) { } void AFortPawn::NetMulticast_Athena_BatchedDamageCues_Implementation(FAthenaBatchedDamageGameplayCues_Shared SharedData, FAthenaBatchedDamageGameplayCues_NonShared NonSharedData) { } void AFortPawn::MovingEmoteStopped() { } void AFortPawn::MaxHealthStateChanged(bool bIsMaxHealth) { } void AFortPawn::LaunchCharacterJump(FVector LaunchVelocity, bool bXYOverride, bool bZOverride, bool bIgnoreFallDamage, bool bPlayFeedbackEvent) { } void AFortPawn::KillDisconnectedPawn() { } bool AFortPawn::IsWeaponHolstered() const { return false; } bool AFortPawn::IsStaggered() const { return false; } bool AFortPawn::IsSpinning() const { return false; } bool AFortPawn::IsFrontalHit(const FVector& HitDirection) const { return false; } bool AFortPawn::IsDead() const { return false; } bool AFortPawn::IsDBNO() const { return false; } bool AFortPawn::IsAllowChainStun() const { return false; } bool AFortPawn::IsActionInputIgnored() const { return false; } void AFortPawn::InitializeDeathHitSocket(FVector WorldLocation, FVector WorldNormal) { } void AFortPawn::HideBodyOnDeath() { } bool AFortPawn::HasCurrentMontage() const { return false; } void AFortPawn::HandleIsHiddenForDeath() { } void AFortPawn::HandleIsDying() { } FTransform AFortPawn::GetTargetingTransform(EFortAbilityTargetingSource Source, UFortGameplayAbility* SourceAbility) const { return FTransform{}; } void AFortPawn::GetSphericalHitDirection(const FVector& HitDirection, float& Azimuth, float& Elevation) const { } float AFortPawn::GetShieldOrHealthPercent() { return 0.0f; } float AFortPawn::GetShield() const { return 0.0f; } UMaterialInstanceDynamic* AFortPawn::GetPawnMID(int32 ElementIndex) { return NULL; } AActor* AFortPawn::GetMyMovementBaseActor() { return NULL; } FVector AFortPawn::GetMovementPredictionPosition(float PredictionDeltaTime) const { return FVector{}; } float AFortPawn::GetMeleeReticleStrikeAngle(bool bPrimaryInput) const { return 0.0f; } int32 AFortPawn::GetMeleeComboCounter() const { return 0; } float AFortPawn::GetMaxShield() const { return 0.0f; } float AFortPawn::GetMaxHealth() const { return 0.0f; } float AFortPawn::GetMaxControlResistance() const { return 0.0f; } APlayerController* AFortPawn::GetLocalViewingPlayerController() const { return NULL; } float AFortPawn::GetLocalSpin() const { return 0.0f; } float AFortPawn::GetKnockbackThreshold() const { return 0.0f; } float AFortPawn::GetKnockbackMultiplier() const { return 0.0f; } FName AFortPawn::GetIgnoreFallDamageComponentTag() const { return NAME_None; } float AFortPawn::GetHealthPercent() const { return 0.0f; } float AFortPawn::GetHealth() const { return 0.0f; } UFortAIEncounterInfo* AFortPawn::GetEncounterInfo() const { return NULL; } FRotator AFortPawn::GetDefaultTargetingRotation() const { return FRotator{}; } FVector AFortPawn::GetDefaultTargetingOrigin() const { return FVector{}; } EFortDamageZone AFortPawn::GetDamageZone(const FHitResult& InHitResult) const { return EFortDamageZone::Light; } FText AFortPawn::GetCurrentSentenceSpeechText() const { return FText::GetEmpty(); } float AFortPawn::GetCurrentMontageSectionTimeLeft() { return 0.0f; } float AFortPawn::GetControlResistance() const { return 0.0f; } EFortControlRecoveryBehavior AFortPawn::GetControlRecoveryBehavior() const { return EFortControlRecoveryBehavior::DefaultControl; } USkeletalMeshComponent* AFortPawn::GetAssetSkeletalMeshComponentAttachment(FName SocketName) { return NULL; } void AFortPawn::GameplayCue_InstantDeath(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void AFortPawn::GameplayCue_Damage(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void AFortPawn::GameplayCue(TEnumAsByte EventType, FGameplayCueParameters Parameters) { } void AFortPawn::ForceKill(FGameplayTag DeathReason, AController* KillerController, AActor* KillerActor) { } AFortWeapon* AFortPawn::EquipWeaponDefinition(const UFortWeaponItemDefinition* WeaponData, FGuid ItemEntryGuid) { return NULL; } bool AFortPawn::EquipBestWeapon() { return false; } void AFortPawn::EmoteStopped(UFortItemDefinition* MontageItemDef) { } void AFortPawn::EmoteStarted(UFortItemDefinition* MontageItemDef) { } void AFortPawn::DoFatalDamage(UAbilitySystemComponent* KillerAbilitySystemComponent) { } void AFortPawn::DetachAssetFromSocket(FName SocketName) { } void AFortPawn::ClientInternalEquipWeapon_Implementation(AFortWeapon* Weap) { } bool AFortPawn::CanSpawnSoundVisuals() const { return false; } void AFortPawn::AttachAssetToSocket(const FAssetAttachment& InAttachment) { } void AFortPawn::ApplyKnockback(float KnockbackMagnitude, float KnockbackZAngle, FVector ImpulseDir) { } void AFortPawn::AnimMontage_LocalSetNextSectionName(UAnimMontage* AnimMontage, FName SectionName, FName NextSectionName) { } bool AFortPawn::AnimMontage_LocalJumpToSectionName(FName SectionName) { return false; } int32 AFortPawn::AnimMontage_LocalJumpToRandomSection() { return 0; } void AFortPawn::AlignRotationToHitDirection(const FVector& HitDirection) { } void AFortPawn::AddNonReplicatedTagToPawn(const FGameplayTag& Tag) { } void AFortPawn::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortPawn, bIgnoreNextFallingDamage); DOREPLIFETIME(AFortPawn, bIsDying); DOREPLIFETIME(AFortPawn, bIsHiddenForDeath); DOREPLIFETIME(AFortPawn, bIsKnockedback); DOREPLIFETIME(AFortPawn, bIsStaggered); DOREPLIFETIME(AFortPawn, bMovingEmote); DOREPLIFETIME(AFortPawn, bMovingEmoteForwardOnly); DOREPLIFETIME(AFortPawn, bIsInvulnerable); DOREPLIFETIME(AFortPawn, bSpotted); DOREPLIFETIME(AFortPawn, bWeaponActivated); DOREPLIFETIME(AFortPawn, bWeaponHolstered); DOREPLIFETIME(AFortPawn, bIsDBNO); DOREPLIFETIME(AFortPawn, CurrentMovementStyle); DOREPLIFETIME(AFortPawn, TeleportCounter); DOREPLIFETIME(AFortPawn, StormShieldComponent); DOREPLIFETIME(AFortPawn, PawnUniqueID); DOREPLIFETIME(AFortPawn, CurrentWeapon); DOREPLIFETIME(AFortPawn, bIsStunned); DOREPLIFETIME(AFortPawn, PushMomentum); DOREPLIFETIME(AFortPawn, LocalSpin); DOREPLIFETIME(AFortPawn, DamageZoneActiveBitMask); DOREPLIFETIME(AFortPawn, JumpFlashCountPacked); DOREPLIFETIME(AFortPawn, LandingFlashCountPacked); DOREPLIFETIME(AFortPawn, LastReplicatedEmoteExecuted); DOREPLIFETIME(AFortPawn, EmoteWalkSpeed); DOREPLIFETIME(AFortPawn, VocalChords); DOREPLIFETIME(AFortPawn, DisplayName); DOREPLIFETIME(AFortPawn, CurrentCalloutTag); DOREPLIFETIME(AFortPawn, CurrentSentence); } AFortPawn::AFortPawn() { this->bUseBaseChanged = false; this->bIgnoreNextFallingDamage = false; this->bIsDying = false; this->bPlayedDying = false; this->bIsHiddenForDeath = false; this->bIsKnockedback = false; this->bIsStaggered = false; this->bCanCapsuleBeUsedForTargeting = false; this->bUseLineTestForDamageZoneBoneDetection = false; this->bMovingEmote = false; this->bMovingEmoteForwardOnly = false; this->bIsInvulnerable = false; this->bSpotted = false; this->bRegisterWithAISight = true; this->bPrimaryInputHeld = false; this->bSecondaryInputHeld = false; this->bPrimaryInputQueued = false; this->bWeaponActivated = false; this->bSkipAnalogJump = false; this->FootstepTraceTypeQuery = TraceTypeQuery1; this->FootstepSurfaceType = EFortFootstepSurfaceType::Default; this->UroShiftBucket = EUpdateRateShiftBucket::ShiftBucket0; this->bUpdateMeshComponentUpdateFlagOnServer = true; this->bPostProcessNavLocation = false; this->bHealthSynced = false; this->bWeaponHolstered = false; this->bUsesStats = true; this->bAllowBuildingActorTeleport = true; this->bIsDBNO = false; this->bWasDBNOOnDeath = false; this->CurrentMovementStyle = EFortMovementStyle::Running; this->ControlRecoveryBehavior = EFortControlRecoveryBehavior::DefaultControl; this->TeleportCounter = 0; this->SlidingFriction = 0.00f; this->SlidingBrakingDeceleration = 0.00f; this->StormShieldComponent = NULL; this->PushSize = EFortPawnPushSize::FFPS_Normal; this->PawnUniqueID = 0; this->CurrentWeapon = NULL; this->PreviousAbilityWeaponNameForTelemetry = TEXT("None"); this->WeaponHandSocketName = TEXT("RightHand"); this->SpawnSpot = NULL; this->SpawnImmunityTime = 0.00f; this->bIsStunned = false; this->AdditiveCringeCount = 0; this->AdditiveCringeDuration = 0.42f; this->bSupportsDamageNumbersAtHitLocation = false; this->LocalSpin = 0.00f; this->DeathHitSocket = NULL; this->TeamBeaconMaxDist = 3000.00f; this->LastTakeHitTimeTimeout = 0.00f; this->LastDamagedTime = 0.00f; this->CurrentlyAttachedWeapon = NULL; this->CachedNavFloor = NULL; this->MaxFootstepDistance = 0.00f; this->DefaultFootstepSound = NULL; this->DefaultFastFootstepSound = NULL; this->DefaultLandingSound = NULL; this->DefaultHardLandingSound = NULL; this->DefaultJumpSound = NULL; this->DefaultHitNotifyAudioBank = NULL; this->LineTestForDamageZoneBoneDetectionRadius = 14.00f; this->DamageZoneActiveBitMask = 255; this->TargettingZOffset = 0.00f; this->JumpFlashCountPacked = 0; this->LandingFlashCountPacked = 0; this->EmoteAudioComp = NULL; this->FrontEndEmoteAudioAttenuation = NULL; this->EmoteCount = 0; this->LastEmoteTime = 0.00f; this->LastEmoteEndTime = 0.00f; this->LastEmoteItemDef = NULL; this->LastReplicatedEmoteExecuted = NULL; this->EmoteToFireCooldownTime = 0.00f; this->EmoteWalkSpeed = 0.00f; this->FootstepBank = NULL; this->HealthRegenDelayGameplayEffect = NULL; this->HealthRegenGameplayEffect = NULL; this->ShieldRegenDelayGameplayEffect = NULL; this->ShieldRegenGameplayEffect = NULL; this->WeaponHolsterCounter = 0; this->StaySpottedTime = 10.00f; this->DefaultFeedback = NULL; this->DefaultSoundTrackingVisual = NULL; this->VocalChords.AddDefaulted(1); this->MaxHealthApplicationGameplayEffect = NULL; this->HealthSet = NULL; this->ControlResistanceSet = NULL; this->DamageSet = NULL; this->MovementSet = NULL; this->AdvancedMovementSet = NULL; this->AbilitySystemComponent = NULL; this->DisplayName = FText::FromString(TEXT("Unnamed Pawn")); this->DamageDoneLastAtTime = 0.00f; this->TotalPlayerDamageDealt = 0.00f; this->HealthBarIndicator = NULL; this->HealthBarWidth = 75.00f; this->HealthBarHeightMultiplier = 1.50f; this->ClientNonRenderedAnimUpdateRate = 15; this->MaxEvalRateForInterpolation = 0; this->AnimUpdateRateVisibleMaxDistanceFactor.AddDefaulted(2); }