#include "FortWeaponItemDefinition.h" #include "Templates/SubclassOf.h" bool UFortWeaponItemDefinition::TargetingPreventsReload() const { return false; } bool UFortWeaponItemDefinition::ShouldAllowTargetingDuringReload() const { return false; } bool UFortWeaponItemDefinition::HasUniqueAmmo() const { return false; } FDataTableRowHandle UFortWeaponItemDefinition::GetWeaponStatHandle() const { return FDataTableRowHandle{}; } USkeletalMesh* UFortWeaponItemDefinition::GetWeaponMeshOverride() const { return NULL; } TSubclassOf UFortWeaponItemDefinition::GetWeaponActorClass() const { return NULL; } bool UFortWeaponItemDefinition::GetUsesCustomAmmoType() const { return false; } TEnumAsByte UFortWeaponItemDefinition::GetTriggerType() const { return EFortWeaponTriggerType::OnPress; } FText UFortWeaponItemDefinition::GetShortDisplayName() const { return FText::GetEmpty(); } TSubclassOf UFortWeaponItemDefinition::GetSecondaryFireAbility() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetReticleOuterImage() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetReticleInvalidTargetImage() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetReticleImage() const { return NULL; } TArray UFortWeaponItemDefinition::GetReticleCornerAngles() const { return TArray(); } UTexture2D* UFortWeaponItemDefinition::GetReticleCenterPerfectAimImage() const { return NULL; } FVector2D UFortWeaponItemDefinition::GetReticleCenterImageOffset() const { return FVector2D{}; } UTexture2D* UFortWeaponItemDefinition::GetReticleCenterImage() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetReticleAutoFireImage() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetReticleAltOuterImage() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetReticleAltCenterImage() const { return NULL; } TSubclassOf UFortWeaponItemDefinition::GetReloadAbility() const { return NULL; } TSubclassOf UFortWeaponItemDefinition::GetPrimaryFireAbility() const { return NULL; } TSubclassOf UFortWeaponItemDefinition::GetOnHitAbility() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetMuzzleBlockedImage() const { return NULL; } float UFortWeaponItemDefinition::GetLowAmmoPercentage() const { return 0.0f; } UCurveFloat* UFortWeaponItemDefinition::GetHitNotifyOpacityCurve() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetHitNotifyLocationImage() const { return NULL; } UTexture2D* UFortWeaponItemDefinition::GetHitNotifyImage() const { return NULL; } float UFortWeaponItemDefinition::GetHitNotifyDuration() const { return 0.0f; } TArray> UFortWeaponItemDefinition::GetEquippedAbilities() const { return TArray>(); } FText UFortWeaponItemDefinition::GetDisplayTierAsText(const EFortDisplayTier NewDisplayTier) { return FText::GetEmpty(); } EFortDisplayTier UFortWeaponItemDefinition::GetDisplayTier() const { return EFortDisplayTier::Invalid; } float UFortWeaponItemDefinition::GetDegradedPercentage() const { return 0.0f; } UFortAlterationItemDefinition* UFortWeaponItemDefinition::GetBaseCosmeticAlteration() const { return NULL; } UFortAlterationItemDefinition* UFortWeaponItemDefinition::GetBaseAlteration() const { return NULL; } TArray UFortWeaponItemDefinition::GetAnalyticTags() const { return TArray(); } void UFortWeaponItemDefinition::AsyncLoadWeaponMeshOverride(AFortWeaponAsyncLoadHelper* InAsyncLoadHelper) { } bool UFortWeaponItemDefinition::AlwaysChargeUpToMin() const { return false; } UFortWeaponItemDefinition::UFortWeaponItemDefinition() { this->LowAmmoPercentage = 0.25f; this->DegradedPercentage = 0.10f; this->TriggerType = EFortWeaponTriggerType::OnPress; this->DisplayTier = EFortDisplayTier::Invalid; this->bUsesCustomAmmoType = false; this->bAllowTargetingDuringReload = false; this->bTargetingPreventsReload = false; this->bAlwaysChargeUpToMin = false; this->bReticleCornerOutsideSpreadRadius = false; this->bValidForLastEquipped = true; this->bPreventDefaultPreload = false; this->HitNotifyDuration = 0.00f; this->AsyncLoadHelper = NULL; }