#include "FortQuestManager.h" bool UFortQuestManager::SetQuestPinned(UFortQuestItem* Quest, bool bEnabled) { return false; } void UFortQuestManager::SetQuestMapMode(EQuestMapScreenMode NewQuestMapMode) { } void UFortQuestManager::SendCustomStatEvent(FDataTableRowHandle ObjectiveStat, int32 Count, bool bForceFlush) { } void UFortQuestManager::SendComplexCustomStatEvent(UObject* TargetObject, FGameplayTagContainer AdditionalSourceTags, FGameplayTagContainer TargetTags, bool& QuestActive, bool& QuestCompleted, int32 Count) { } void UFortQuestManager::SelfCompletedUpdatedQuest(AFortPlayerController* QuestOwner, const UFortQuestItemDefinition* QuestDef, FName BackendName, int32 CompletionCount, int32 DeltaChange, const AFortPlayerState* AssistingPlayer, bool ObjectiveCompleted, bool QuestCompleted) { } void UFortQuestManager::RerollDailyQuest(const UFortQuestItem* QuestToDiscard) const { } FString UFortQuestManager::PopNextPendingFeatureUnlock() { return TEXT(""); } void UFortQuestManager::MarkQuestsSeen(bool bOnlyMarkPendingSeenQuests) const { } void UFortQuestManager::MarkQuestSeen(UFortQuestItem* Quest) { } void UFortQuestManager::ListChallenges(const FString& Filter) const { } bool UFortQuestManager::IsThisAnEventQuest(const UFortQuestItemDefinition* QuestDefinition, const FString& MatchQuestEventFlag, UDataTable* QuestTable) const { return false; } bool UFortQuestManager::IsQuestObjectivePartyAssisted(FName ObjectiveName) const { return false; } bool UFortQuestManager::IsQuestObjectiveActive(FName ObjectiveName) const { return false; } bool UFortQuestManager::IsQuestInProgress(const UFortQuestItemDefinition* Definition) const { return false; } bool UFortQuestManager::IsPendingFeatureUnlockNotification() const { return false; } bool UFortQuestManager::IsObjectiveWithNameInProgress(const UFortQuestItemDefinition* Definition, FName BackendName) const { return false; } bool UFortQuestManager::IsObjectiveInProgress(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const { return false; } bool UFortQuestManager::IsMainQuest(UFortQuestItem* Quest) { return false; } bool UFortQuestManager::HasUnseenQuests() { return false; } bool UFortQuestManager::HasUnsavedPrimaryMissionProgress() const { return false; } bool UFortQuestManager::HasQuestBeenSeenLocally(const UFortQuestItem* Quest) const { return false; } bool UFortQuestManager::HasCompletedQuest(const UFortQuestItemDefinition* Definition) const { return false; } bool UFortQuestManager::HasCompletedObjectiveWithName(const UFortQuestItemDefinition* Definition, FName BackendName) const { return false; } bool UFortQuestManager::HasCompletedObjective(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const { return false; } void UFortQuestManager::GrantFirstDailyQuest() { } int32 UFortQuestManager::GetUnseenQuestCount() { return 0; } void UFortQuestManager::GetSourceAndContextTags(FGameplayTagContainer& OutSourceTags, FGameplayTagContainer& OutContextTags) const { } int32 UFortQuestManager::GetRemainingQuestPoolRerolls(const FString& PoolName) const { return 0; } int32 UFortQuestManager::GetRemainingDailyQuestRerolls() const { return 0; } UFortQuestItem* UFortQuestManager::GetQuestWithDefinition(const UFortQuestItemDefinition* Definition) const { return NULL; } EQuestMapScreenMode UFortQuestManager::GetQuestMapMode() const { return EQuestMapScreenMode::Invalid; } UFortQuestCategory* UFortQuestManager::GetQuestCategory(UFortQuestItem* QuestItem) { return NULL; } void UFortQuestManager::GetPinnedQuests(TArray& OutPinnedQuestItems) { } int32 UFortQuestManager::GetNumCompletedObjectives(const UFortQuestItemDefinition* Definition) { return 0; } UFortQuestItem* UFortQuestManager::GetNextUnseenQuest(EFortQuestType QuestType) { return NULL; } UFortQuestItem* UFortQuestManager::GetMainQuest() const { return NULL; } void UFortQuestManager::GetCurrentQuestsCategories(TArray& Categories) { } void UFortQuestManager::GetCurrentQuests(TArray& OutCurrentQuests) const { } int32 UFortQuestManager::GetCurrentObjectiveCount(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const { return 0; } void UFortQuestManager::GetCompletedQuests(TArray& OutCompletedQuests) { } UFortQuestItem* UFortQuestManager::GetBroadcasterQuestWithOpenWindow() { return NULL; } void UFortQuestManager::GetBattlePassQuestsInProgress(const int32 MaxCount, const UFortItemDefinition* RequiredReward, TArray& OutQuests, bool& bAllQuestsComplete) const { } void UFortQuestManager::ForceTriggerQuestsUpdated() { } void UFortQuestManager::EnableQuestStateLogging() { } void UFortQuestManager::DisableQuestStateLogging() { } void UFortQuestManager::ClaimSelectedQuestReward(const UFortQuestItem* Quest, int32 RewardIndex) const { } void UFortQuestManager::ClaimQuestReward(const UFortQuestItem* Quest) const { } void UFortQuestManager::ClaimNextCompletedQuestReward(EFortQuestType QuestType) const { } bool UFortQuestManager::CanProgressQuestInCurrentZone(const UFortQuestItemDefinition* QuestItemDefinition) const { return false; } void UFortQuestManager::AssistedPlayerUpdatedQuest(AFortPlayerController* QuestOwner, const UFortQuestItemDefinition* QuestDef, FName BackendName, int32 CompletionCount, int32 DeltaChange, const AFortPlayerState* AssistingPlayer, bool ObjectiveCompleted, bool QuestCompleted) { } UFortQuestManager::UFortQuestManager() { this->EventQuestDataTable = NULL; this->DamageEventFlushDelaySeconds = 5.00f; this->bDoQuestStateLogging = false; this->bFlatCurrentQuestsSearch = false; this->bBlockQuestCompletion = false; this->bBlockAthenaQuestCompletion = false; this->bBlockStWQuestCompletion = false; this->QuestMapMode = EQuestMapScreenMode::MainCampaign; }