#include "FortGameplayAbility.h" #include "Templates/SubclassOf.h" void UFortGameplayAbility::TrackGroupedActor(AActor* ActorToTrack, FGameplayTag GroupTag) { } void UFortGameplayAbility::TrackActor(AActor* ActorToTrack) { } bool UFortGameplayAbility::SetupPreviewImageOverride_Implementation() { return false; } void UFortGameplayAbility::SetCameraMode(TSubclassOf CameraModeClass) { } void UFortGameplayAbility::SetAIFocalPoint(AActor* FocusTarget, FVector FocalPoint, bool bUseAttackingPriority) { } void UFortGameplayAbility::QueryGameplayEffectContainerTargetExecutionModifiers(FGameplayAbilityTargetDataHandle TargetData, const UFortAbilitySystemComponent* SrcAbilitySystem, FGameplayTag ApplicationTag, int32 GameplayEffectLevel, const UObject* SourceObject, const TArray& InScopedMods, TArray InIgnoreHandles, TArray& OutOutputModifiers, bool bTooltipRequest) const { } void UFortGameplayAbility::OnGenericNotifyFromAnimation_Implementation(FGameplayTag NotifyTag) { } void UFortGameplayAbility::MakeGameplayEffectContainerSpecs(FGameplayTag ApplicationTag, int32 GameplayEffectLevel, TArray& OutSpecContainers) { } FFortGameplayEffectContainerSpec UFortGameplayAbility::MakeGameplayEffectContainerSpec(FGameplayTag ApplicationTag, int32 GameplayEffectLevel) { return FFortGameplayEffectContainerSpec{}; } void UFortGameplayAbility::K2_AbilityCompleted() { } bool UFortGameplayAbility::IsTargetOutsideOfMaxYawRotation() const { return false; } TArray UFortGameplayAbility::GetTrackedGroupedActors(FGameplayTag GroupTag) const { return TArray(); } TArray UFortGameplayAbility::GetTrackedActors() const { return TArray(); } TSubclassOf UFortGameplayAbility::GetTooltip(bool bSummaryTooltip) const { return NULL; } void UFortGameplayAbility::GetProjectileInitialValues(float& outProjectileSpeed, FRotator& outSpawnDirection, float& outProjectileGravity, AActor*& HomingTarget, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire, bool bApplyLeading) const { } int32 UFortGameplayAbility::GetOwningPlayerTeamPerkProgressiveActivationLevel() const { return 0; } int32 UFortGameplayAbility::GetMaxNumTrackedActors() const { return 0; } FRotator UFortGameplayAbility::GetFireRotation(bool bApplyLeading, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire) const { return FRotator{}; } FVector UFortGameplayAbility::GetFireLocation() const { return FVector{}; } UFortTooltipDisplayStatsList* UFortGameplayAbility::GetDisplayStats() const { return NULL; } AFortWeapon* UFortGameplayAbility::GetCurrentSourceWeapon() const { return NULL; } UFortWorldItemDefinition* UFortGameplayAbility::GetCurrentSourceItemDefinition() const { return NULL; } void UFortGameplayAbility::GetCurrentAbilitySourceLevel(float& OutSourceLevel) const { } FVector UFortGameplayAbility::GetAimLocationNearestPawn(AFortPawn* Instigator) { return FVector{}; } AActor* UFortGameplayAbility::GetAIAbilityTarget() const { return NULL; } AFortPawn* UFortGameplayAbility::GetActivatingPawn() const { return NULL; } UFortAbilitySystemComponent* UFortGameplayAbility::GetActivatingAbilityComponent() const { return NULL; } float UFortGameplayAbility::GetAbilityTargetingLevel_Implementation() const { return 0.0f; } void UFortGameplayAbility::ForceCameraLookDown(APlayerController* PC) { } void UFortGameplayAbility::EquipVehicleWeapon(UFortWeaponItemDefinition* WeaponDefinition, const int32 SeatIndex, const int32 ItemLevel) { } void UFortGameplayAbility::EquipAbilityWeapon(UFortWeaponItemDefinition* WeaponDefinition, int32 ItemLevel) { } bool UFortGameplayAbility::DoesTargetHaveTags(const AActor* Target, const FGameplayTagContainer& Tags) const { return false; } bool UFortGameplayAbility::DoesTargetHaveProhibitedTagsForAI(const AActor* Target) const { return false; } void UFortGameplayAbility::ClearTrackedGroupedActors(FGameplayTag GroupTag, bool bDestroyActors) { } void UFortGameplayAbility::ClearTrackedActors(bool bDestroyActors) { } void UFortGameplayAbility::ClearCameraMode() { } void UFortGameplayAbility::ClearAIFocalPoint(bool bUseAttackingPriority) { } void UFortGameplayAbility::CalculateProjectileTrajectorySplineWithHit(FHitResult& OutHitResult, TArray& OutSplinePoints, TArray& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, TEnumAsByte TraceChannel, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) { } void UFortGameplayAbility::CalculateProjectileTrajectorySpline(TArray& OutSplinePoints, TArray& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, TEnumAsByte TraceChannel, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) { } void UFortGameplayAbility::BP_GetGameplayEffectContainers(FGameplayTag ApplicationTag, TArray& OutContainers) { } FFortGameplayEffectContainer UFortGameplayAbility::BP_GetGameplayEffectContainer(FGameplayTag ApplicationTag) { return FFortGameplayEffectContainer{}; } TArray UFortGameplayAbility::ApplyGameplayEffectContainerWithCSVStats(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag, int32 GameplayEffectLevel, const FString& StatName) { return TArray(); } TArray UFortGameplayAbility::ApplyGameplayEffectContainer(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag, int32 GameplayEffectLevel) { return TArray(); } FVector UFortGameplayAbility::ApplyAccuracyToTargetLocation(const FVector& SourceLocation, const FVector& TargetLocation, float inDesiredThrowAngle) const { return FVector{}; } void UFortGameplayAbility::AddDynamicGameplayEffectContainer(FGameplayTag& ApplicationTag, FFortGameplayEffectContainer& Container) { } UFortGameplayAbility::UFortGameplayAbility() { this->ActivationType = EFortGameplayAbilityActivation::Active; this->ProjectileClass = NULL; this->bShowWidgetForCosts = true; this->bApplyingCostsEnabled = true; this->bStartWithCooldown = false; this->bPersistOnDeath = true; this->bIgnoreClientActivationAttempts = false; this->bStopsAIBehaviorLogic = false; this->bStopsAIMovement = false; this->bStopsRVOAvoidance = false; this->bForceNormalAILOD = false; this->MinimumRequiredAILODLevel = EFortAILODLevel::Invalid; this->bRelevantForAIDespawning = true; this->bUseAIFireLocationAndRotation = false; this->AIWeaponUsage = EFortAIWeaponUsage::NoWeaponUsage; this->bVerifyFireOffsetIsNotObstructedByWorldGeometry = false; this->bCanHitBallisticTestsOnlyTestIndesructiblesWhileFalling = true; this->ActivationNoiseRange = 1000.00f; this->ImpactNoiseRange = 1000.00f; this->ActivationNoiseLoudness = -1.00f; this->ImpactNoiseLoudness = -1.00f; this->bLeadPawnTargets = false; this->DesiredThrowAngle = 0.00f; this->MaxYawAngleToFire = 0.00f; this->bClampMaxYawAngleToFire = false; this->bUseTargetActorLocation = false; this->InitialAccuracyMax = 0.00f; this->InitialAccuracyMin = 0.00f; this->TargetAccuracyMax = 0.00f; this->TargetAccuracyMin = 0.00f; this->MinAccuracyDistance = 0.00f; this->MaxAccuracyDistance = 0.00f; this->AccuracyDistanceMultiplier = 0.00f; this->NumUsesToReachTargetAccuracy = 0; this->UseCount = 0; this->AbilityWeapon = NULL; this->SmallPreviewImageOverride = NULL; this->Tooltip = NULL; this->StatList = NULL; this->CurrentAbilityCameraModeClass = NULL; }