#include "FortHUDContext.h" void UFortHUDContext::UpdateTrapAttachedToBuilding() { } void UFortHUDContext::TriggerCooldownUpdate() { } void UFortHUDContext::ToggleFullScreenMap() const { } bool UFortHUDContext::ShouldOnlyShowNextPrevBuildingSlotKeybinds() const { return false; } void UFortHUDContext::SetPreparingMgmtMenu(bool bPreparing) { } void UFortHUDContext::SetIndicatorsState(EFortIndicatorState NewState) { } void UFortHUDContext::SetIndicatorsAllowed(bool bIndicatorsAllowed) { } void UFortHUDContext::SetHUDElementVisibility(const FGameplayTagContainer& HUDElementTags, bool bHideElements) { } void UFortHUDContext::SetCursorModeLocked(bool bLocked) { } void UFortHUDContext::RequestMgmtMenuTab(FName TabName) { } void UFortHUDContext::RemovePointOfInterest(AActor* PointOfInterest) { } void UFortHUDContext::OnClientSettingUpdatedShowViewers() { } bool UFortHUDContext::IsShowViewerCountEnabled() const { return false; } bool UFortHUDContext::IsPreparingMgmtMenu() const { return false; } bool UFortHUDContext::IsInEditMode() const { return false; } bool UFortHUDContext::IsInCursorMode() const { return false; } void UFortHUDContext::HandleVehicleStateChanged(AFortPlayerPawn* PlayerPawn, AActor* NewVehicle, AActor* OldVehicle) { } void UFortHUDContext::HandleSpectatorViewTargetChanged() { } void UFortHUDContext::HandlePersonalVehicleModeChanged(bool bEnteredVehicle) { } void UFortHUDContext::HandleLocalPlayerViewTargetChanged() { } void UFortHUDContext::HandleLocalPlayerPlaceChanged() { } void UFortHUDContext::HandleLocalPlayerKillsChanged() { } void UFortHUDContext::HandleLocalPawnSpawned() { } void UFortHUDContext::HandleLocalPawnRevived() { } void UFortHUDContext::HandleLocalPawnDied(const FFortPlayerDeathReport& DeathReport) { } void UFortHUDContext::HandleFocusedBuildingHealthChanged() { } void UFortHUDContext::HandleBuildingModeChanged(bool bEntering) { } void UFortHUDContext::HandleActorFocusedForCreative(AActor* NewActor) { } float UFortHUDContext::GetTimeToDelayEndOfDayZoneWidgetDisplay() const { return 0.0f; } AFortPvPBaseCornerstone* UFortHUDContext::GetTeamCornerstone(uint8 Team) const { return NULL; } float UFortHUDContext::GetScoreDisplayFactor() const { return 0.0f; } TArray UFortHUDContext::GetPotentialBadges() const { return TArray(); } AFortPlayerStateZone* UFortHUDContext::GetPlayerStateZone() const { return NULL; } int32 UFortHUDContext::GetNumAllowedDifficultyIncreases() const { return 0; } void UFortHUDContext::GetMissionRewards(TArray& MissionRewards, TArray& MissionAlertRewards) const { } TArray UFortHUDContext::GetMissionOverviewObjectives() const { return TArray(); } AFortMissionManager* UFortHUDContext::GetMissionManager() const { return NULL; } FFortKillerVisualInfo UFortHUDContext::GetKillerVisualInfoFromDeathReport(const FFortPlayerDeathReport& DeathReport) { return FFortKillerVisualInfo{}; } EFortIndicatorState UFortHUDContext::GetIndicatorsState() const { return EFortIndicatorState::Hidden; } AFortGameStateZone* UFortHUDContext::GetGameStateZone() const { return NULL; } AFortMission* UFortHUDContext::GetFocusedMission() const { return NULL; } bool UFortHUDContext::GetFocusedBuildingInfo(FFortFocusedBuildingInfo& OutBuildingInfo) const { return false; } TArray UFortHUDContext::GetEarnedBadges() const { return TArray(); } int32 UFortHUDContext::GetDifficultyIncreaseRewardsTier() const { return 0; } void UFortHUDContext::GetDifficultyIncreaseRewardsDifference(int32 BaseDifficultyIncreaseTier, int32 ComparedDifficultyIncreaseTier, TArray& RewardDeltaInfo) const { } void UFortHUDContext::GetDifficultyIncreaseRewards(int32 DifficultyIncreaseTier, TArray& DifficultyIncreaseRewards) const { } FGameplayTagContainer UFortHUDContext::GetCurrentPrimaryMissionTags() const { return FGameplayTagContainer{}; } FFortHUDState UFortHUDContext::GetCurrentHUDState() const { return FFortHUDState{}; } UFortHero* UFortHUDContext::GetCurrentHero() const { return NULL; } ABuildingActor* UFortHUDContext::GetCurrentFocusedBuilding() const { return NULL; } bool UFortHUDContext::GetCurrentBasicMissionInfo(FFortBasicMissionInfo& BasicMissionInfo) const { return false; } AFortBluGloManager* UFortHUDContext::GetBluGloManager() const { return NULL; } void UFortHUDContext::GetAccountLevelUpRewards(TArray& Rewards, int32 AccountLevel) const { } void UFortHUDContext::ForwardOnWeaponEquipped(AFortWeapon* NewWeapon, AFortWeapon* PrevWeapon) { } void UFortHUDContext::ForwardOnNumSurvivorsRescuedChanged(int32 NumSurvivorsRescued) { } void UFortHUDContext::ForwardOnMissionsUpdated() { } void UFortHUDContext::ForwardOnAbilityDecisionWindowStackUpdated() { } void UFortHUDContext::EnterCursorMode(FName ActionName, UUserWidget* CursorModeWidget) { } void UFortHUDContext::EnterCameraMode() { } bool UFortHUDContext::AreIndicatorsEnabled() const { return false; } bool UFortHUDContext::AreHUDElementsVisible(const FGameplayTagContainer& HUDElementTags) const { return false; } void UFortHUDContext::AddPointOfInterest(AActor* PointOfInterest, FText DisplayText, UTexture2D* DisplayImage) { } UFortHUDContext::UFortHUDContext() { this->bDebugHudObjectiveHeight = false; this->bPendingAttachToHUD = false; this->OwningPlayerState = NULL; this->CurFocusedBuilding = NULL; this->CurFocusedTrap = NULL; this->BuildingFocusCandidates[0] = NULL; this->BuildingFocusCandidates[1] = NULL; this->BuildingFocusCandidates[2] = NULL; this->BoundPlayerPawn = NULL; }