#include "FortVolumeManager.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" bool AFortVolumeManager::WillVolumeDeleteAfterActorSpawn(AFortVolume* Volume) const { return false; } bool AFortVolumeManager::VolumeContainsUser(APlayerState* PlayerState, AFortVolume* Volume) const { return false; } void AFortVolumeManager::UpdateVolumeLevelStreams() { } void AFortVolumeManager::UpdatePublishWatermarkFlagForVolume(AFortVolume* Volume) { } void AFortVolumeManager::TryActivateQueuedVolumes(EAthenaGamePhase GamePhase) { } AFortVolume* AFortVolumeManager::SpawnVolume(TSubclassOf VolumeActor, UFortPlaysetItemDefinition* Playset, FVector Location, FRotator Rotation) { return NULL; } bool AFortVolumeManager::ShouldSpawnActor(UWorld* WorldContext, TSubclassOf ActorClass, const FVector& Location, const FRotator& Rotation) const { return false; } bool AFortVolumeManager::ShouldShowPublishWatermarkForVolume(AFortVolume* Volume, FString& CreatorName, FString& CreativeMnemonic, FText& Title) const { return false; } void AFortVolumeManager::ResetVolumeAndLevelRecord(AFortVolume* Volume, AFortPlayerController* RequestingFortPC) { } void AFortVolumeManager::ResaveActorWithVolume(AActor* Actor, AFortVolume* Volume) { } void AFortVolumeManager::ResaveActor(AActor* Actor) { } void AFortVolumeManager::RemoveDeadBuildingActor(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } void AFortVolumeManager::OnRep_ClientBudgetData() { } void AFortVolumeManager::MinigameExitReadOnlyForVolume(AFortVolume* Volume) { } void AFortVolumeManager::IncrementUserIslandLoading() { } void AFortVolumeManager::HandleVolumeStateChanged(EVolumeState NewState, AFortVolume* Volume) { } void AFortVolumeManager::HandleVolumeReset(AFortVolume* VolumeResetting) { } void AFortVolumeManager::HandlePlayerPawnPossessed(APawn* Pawn) { } void AFortVolumeManager::HandleOnActorSpawned(AActor* Actor) { } void AFortVolumeManager::HandleActorHealthChanged(AActor* Actor, float NewHealth) { } void AFortVolumeManager::HandleActorExitedVolume(AActor* Actor, UPrimitiveComponent* ActorComponent, APawn* InstigatorPawn, AFortVolume* Volume) { } void AFortVolumeManager::HandleActorEnteredVolume(AActor* Actor, UPrimitiveComponent* ActorComponent, APawn* InstigatorPawn, AFortVolume* Volume) { } void AFortVolumeManager::HandleActorEndPlay(AActor* Actor, const TEnumAsByte EndPlayReason) { } bool AFortVolumeManager::GetVolumesForLocation(FVector Location, TArray& Volumes) const { return false; } bool AFortVolumeManager::GetVolumesForActor(AActor* Actor, TArray& Volumes) const { return false; } void AFortVolumeManager::GetVolumeManager(const UObject* WorldContextObject, AFortVolumeManager*& OutVolumeManager, EVolumeValidityResult& OutIsValid) { } AFortVolume* AFortVolumeManager::GetVolumeForPlayerState(const APlayerState* PlayerState) const { return NULL; } AFortVolume* AFortVolumeManager::GetVolumeForLocation(FVector Location) const { return NULL; } AFortVolume* AFortVolumeManager::GetVolumeForActor(const AActor* Actor) const { return NULL; } AFortMinigame* AFortVolumeManager::GetMinigameForVolume(const AFortVolume* Volume) { return NULL; } TArray AFortVolumeManager::GetAllPlayerStatesInVolume(AFortVolume* Volume) const { return TArray(); } TArray AFortVolumeManager::GetAllPlayersInVolume(AFortVolume* Volume) const { return TArray(); } void AFortVolumeManager::FinishedSpawningCurrentLevelRecord(const FAsyncTaskResult& Result) { } void AFortVolumeManager::EnterReadOnlyForVolume(AFortVolume* Volume) { } void AFortVolumeManager::DecrementUserIslandLoading() { } bool AFortVolumeManager::CanCreatePlayset(AFortPlayerPawn* Thrower, const FVector& StartLocation, const FRotator& PlaysetRotation, UFortPlaysetItemDefinition* NewPlayset) { return false; } bool AFortVolumeManager::AreIslandsLoading() const { return false; } void AFortVolumeManager::ApplyLevelSaveToWorld(ULevelSaveRecord* SaveToSpawnFrom, const bool bComplexShouldSpawn) { } void AFortVolumeManager::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortVolumeManager, VolumeActivePlayers); DOREPLIFETIME(AFortVolumeManager, ClientBudgetData); DOREPLIFETIME(AFortVolumeManager, bInSpawningStartup); } AFortVolumeManager::AFortVolumeManager() { this->BlackListClassesTable = NULL; this->BlackListObjectsTable = NULL; this->bInSpawningStartup = false; this->OverlapQueue = NULL; }