#include "FortInventoryContext.h" bool UFortInventoryContext::WouldExceedMaxStackSize(UFortItemDefinition* ItemDefinition, int32 QuantityToTest) const { return false; } void UFortInventoryContext::UpdateLastSeenResearchPointCollectionNodes() { } void UFortInventoryContext::UpdateLastSeenHomebasePoints() { } void UFortInventoryContext::UnlockSchematic(UFortSchematicItemDefinition* SchematicDefinition) { } void UFortInventoryContext::UnlockAllSchematics() { } void UFortInventoryContext::SortAccountItemArrayForTransmog(TArray& VaultItems, TArray& SortedItems) const { } bool UFortInventoryContext::SetSchematicPinned(UFortSchematicItem* Schematic, bool bEnabled) { return false; } bool UFortInventoryContext::RemoveItemFromQuickBar(UFortItem* Item) { return false; } FFortItemQuantityPair UFortInventoryContext::MakeItemQuantityPair(const UFortItemDefinition* ItemDefinition, int32 ItemQuantity) { return FFortItemQuantityPair{}; } void UFortInventoryContext::LockAllSchematics() { } bool UFortInventoryContext::IsTrapAvailableForBuilding(ABuildingSMActor* Actor) const { return false; } bool UFortInventoryContext::IsSlotHidden(EFortQuickBars InQuickBar, int32 Slot) const { return false; } bool UFortInventoryContext::IsSchematicPinned(UFortSchematicItem* Schematic) const { return false; } bool UFortInventoryContext::HasUnseenResearchPointCollectionNodes() const { return false; } bool UFortInventoryContext::HasUnseenHomebasePoints() const { return false; } bool UFortInventoryContext::HasUnavailableItemsInStorage() const { return false; } bool UFortInventoryContext::HasTrapReadyForBuilding(const ABuildingSMActor* BuildingToAttachTo) const { return false; } bool UFortInventoryContext::HasRecyclingWarnings(UFortItem* Item) { return false; } bool UFortInventoryContext::HasGameplayTagContainerExact(FGameplayTagContainer GameplayTagContainer) const { return false; } bool UFortInventoryContext::HasGameplayTagContainer(FGameplayTagContainer GameplayTagContainer) const { return false; } bool UFortInventoryContext::HasEvolutions(const UFortItem* Item) const { return false; } void UFortInventoryContext::HandleMcpProfilesInitialized() { } void UFortInventoryContext::GetWorldItemListForDeployableBaseThePlayerIsIn(TArray& Items, const FFortItemListFilter& FilterSettings) const { } void UFortInventoryContext::GetWorldItemList(TArray& Items, const FFortItemListFilter& FilterSettings) const { } UFortPersistentResourceItemDefinition* UFortInventoryContext::GetVoucherResourceItemDefinition() const { return NULL; } EVaultItemLimitStatus UFortInventoryContext::GetVaultItemLimitStatus() const { return EVaultItemLimitStatus::WellBelowCapacity; } int32 UFortInventoryContext::GetVaultItemLimit() const { return 0; } TArray UFortInventoryContext::GetUserFriendlyTags(const UFortItem* Item) { return TArray(); } FRecipe UFortInventoryContext::GetUpgradeItemRarityRecipeFromItemDefintion(UFortItemDefinition* ItemDefinition) { return FRecipe{}; } void UFortInventoryContext::GetUnseenTransformKeys(EConversionControlKeyRequest RequestType, const EInventoryContentSortType SortType, TArray& TransformKeys) { } FText UFortInventoryContext::GetTrapAttachTypeName(ABuildingSMActor* Actor) const { return FText::GetEmpty(); } bool UFortInventoryContext::GetTransmogSacrificeDataFromItemDefintion(const UFortItemDefinition* ItemDefinition, FTransmogSacrifice& OutTransmogData) const { return false; } void UFortInventoryContext::GetTransformKeys(EConversionControlKeyRequest RequestType, const EInventoryContentSortType SortType, TArray& TransformKeys) { } int32 UFortInventoryContext::GetTotalItemQuantityByDefinition(UFortItemDefinition* ItemDefinition) const { return 0; } FText UFortInventoryContext::GetTierText(EFortItemTier Tier) { return FText::GetEmpty(); } bool UFortInventoryContext::GetSupportBonusPerks(UFortHero* Hero, TArray& SupportBonusPerks) const { return false; } int32 UFortInventoryContext::GetStorageOverflowFromAddingItem(UFortWorldItem* Item, int32 Count) const { return 0; } int32 UFortInventoryContext::GetStorageNumItems() const { return 0; } int32 UFortInventoryContext::GetStorageCapacity() const { return 0; } FText UFortInventoryContext::GetShorthandItemStackCount(const int32 Quantity, const int32 MiniumFractionalDigits, const int32 MaximumFractionalDigits) { return FText::GetEmpty(); } UFortPersistentResourceItemDefinition* UFortInventoryContext::GetSchematicResourceItemDefinition() const { return NULL; } int32 UFortInventoryContext::GetResourceItemMaxStackSize(EFortResourceType ResourceType) const { return 0; } UFortResourceItemDefinition* UFortInventoryContext::GetResourceItemDefinition(EFortResourceType ResourceType) const { return NULL; } UTexture2D* UFortInventoryContext::GetResourceIcon(EFortResourceType ResourceType) const { return NULL; } int32 UFortInventoryContext::GetResourceCount(EFortResourceType ResourceType) const { return 0; } FText UFortInventoryContext::GetRecyclingWarningText(EItemRecyclingWarning Warning, const bool WereAnyItemsAnimate) { return FText::GetEmpty(); } FText UFortInventoryContext::GetRecyclingCatalystDisplayName(const UFortItem* Item) { return FText::GetEmpty(); } FText UFortInventoryContext::GetRecycleRestrictionReasonText(const EItemRecyclingRestrictionReason Reason) { return FText::GetEmpty(); } UFortItem* UFortInventoryContext::GetQuickBarSlottedItem(EFortQuickBars InQuickBar, int32 Slot) const { return NULL; } void UFortInventoryContext::GetQuickbarFocus(EFortQuickBars& OutQuickBar, int32& OutSlot, int32& OutSecondarySlot, int32& OutPreviousFocusedSlot) const { } void UFortInventoryContext::GetProfileItemsByType(UFortMcpProfile* Profile, EFortItemType ItemType, TArray& Items) const { } void UFortInventoryContext::GetProfileItemsByFilterType(UFortMcpProfile* Profile, const FString& SearchText, const EInventoryContentSortType SortType, const EFortInventoryFilter SubType, TArray& OutItemList) const { } void UFortInventoryContext::GetPinnedSchematicList(TArray& PinnedItems) const { } UFortPersistentResourceItemDefinition* UFortInventoryContext::GetPersonnelResourceItemDefinition() const { return NULL; } int32 UFortInventoryContext::GetNumOfItemToMulch(const UFortItem* Item) const { return 0; } int32 UFortInventoryContext::GetNumItemsToMulch() const { return 0; } int32 UFortInventoryContext::GetNumInInventory(UFortItemDefinition* ItemDefinition, bool bIncludeReserved) const { return 0; } EFortItemTier UFortInventoryContext::GetItemTierRecyclingWarningThreshold() { return EFortItemTier::No_Tier; } TArray UFortInventoryContext::GetItemsToMulchBP() const { return TArray(); } EFortRarity UFortInventoryContext::GetItemRarityRecyclingWarningThreshold() { return EFortRarity::Common; } int32 UFortInventoryContext::GetItemLevelRecyclingWarningThreshold() { return 0; } void UFortInventoryContext::GetItemInstancesByDefinition(UFortItemDefinition* ItemDefinition, TArray& Items) const { } void UFortInventoryContext::GetHomebaseUnlockedTransmogKeys(TArray& TransmogKeys) const { } UFortPersistentResourceItemDefinition* UFortInventoryContext::GetHeroResourceItemDefinition() const { return NULL; } bool UFortInventoryContext::GetHeroAbilityPerks(UFortHero* Hero, TArray& HeroAbilityPerks) const { return false; } bool UFortInventoryContext::GetGameplayTagByIndex(FGameplayTagContainer GameplayTagContainer, int32 Index, FGameplayTag& Result) { return false; } FText UFortInventoryContext::GetEvolveRestrictionReasonText(const EItemEvolutionRestrictionReason Reason) { return FText::GetEmpty(); } AFortWeapon* UFortInventoryContext::GetEquippedWeapon() const { return NULL; } FText UFortInventoryContext::GetDisassembleRestrictionReasonText(const EItemDisassembleRestrictionReason Reason) { return FText::GetEmpty(); } int32 UFortInventoryContext::GetDeployableBaseOverflowFromAddingItem(UFortWorldItem* Item, int32 Count) const { return 0; } void UFortInventoryContext::GetDeployableBaseItemCounts(int32& ItemsCount, int32& MaxItemsCount, int32& OverflowItemsCount) const { } UFortResourceItemDefinition* UFortInventoryContext::GetCurrentResourceItemDefinition() const { return NULL; } int32 UFortInventoryContext::GetCurrentResourceCount() const { return 0; } UFortWorldItemDefinition* UFortInventoryContext::GetCurrentAmmoItemDefinition() const { return NULL; } int32 UFortInventoryContext::GetCountOfVaultLimitedItems() const { return 0; } int32 UFortInventoryContext::GetCountOfHeroItems() const { return 0; } void UFortInventoryContext::GetCoreItemsByType(EFortItemType ItemType, TArray& Items) const { } void UFortInventoryContext::GetCoreItemsByFilterType(const FString& SearchText, const EInventoryContentSortType SortType, const EFortInventoryFilter SubType, TArray& OutItemList) const { } TArray UFortInventoryContext::GetConversionRecipesFromItemDefintion(UFortItemDefinition* ItemDefinition) { return TArray(); } int32 UFortInventoryContext::GetBackpackOverflowFromAddingItem(UFortWorldItem* Item, int32 Count) const { return 0; } void UFortInventoryContext::GetBackpackItemCounts(int32& ItemsCount, int32& MaxItemsCount, int32& OverflowItemsCount) const { } void UFortInventoryContext::GetAccountItemsByType(EFortItemType ItemType, TArray& Items) const { } void UFortInventoryContext::GetAccountItemsByFilterType(const FString& SearchText, const EInventoryContentSortType SortType, const EFortInventoryFilter SubType, TArray& OutItemList) const { } void UFortInventoryContext::EquipItem(UFortItem* Item) { } void UFortInventoryContext::EnumerateRecyclingWarningsForItems(const TArray& Items, TArray& OutWarnings) { } bool UFortInventoryContext::DropItemOnQuickBar(UFortItem* Item, EFortQuickBars TargetQuickbar, int32 TargetSlot) { return false; } void UFortInventoryContext::DropItem(const UFortWorldItem* ItemBeingDropped, int32 Quantity) { } bool UFortInventoryContext::DoesRequireResourceUpdate() const { return false; } bool UFortInventoryContext::DoesItemMatchFilter(UFortItem* Item, const FFortItemListFilter& FilterSettings) const { return false; } void UFortInventoryContext::DestroyWorldItem(UFortItem* Item) { } bool UFortInventoryContext::CraftSchematic(UFortSchematicItem* SchematicItem, EFortCraftFailCause& FailCause, EFortItemTier RequestedTier, int32 CraftCount) { return false; } bool UFortInventoryContext::CraftAndSlotSchematic(UFortSchematicItem* SchematicItem, int32 PostCraftSlot, EFortCraftFailCause& FailCause, EFortItemTier RequestedTier, int32 CraftCount) { return false; } bool UFortInventoryContext::CanUpgradeItemRarity(const UFortItem* Item, TArray& OutRestrictionReasons) { return false; } bool UFortInventoryContext::CanSwapItem(UFortItem* Item, EFortQuickBars TargetQuickbar, int32 TargetSlot) { return false; } bool UFortInventoryContext::CanRecycle(const UFortItem* Item, TArray& OutRestrictionReasons) const { return false; } bool UFortInventoryContext::CanPinSchematic(UFortSchematicItem* Schematic) const { return false; } bool UFortInventoryContext::CanItemBeMulched(UFortItem* Item, FText& OutRestrictionReasons) const { return false; } bool UFortInventoryContext::CanEvolve(const UFortItem* Item, TArray& OutRestrictionReasons) const { return false; } bool UFortInventoryContext::CanDisassembleItem(const UFortWorldItem* Item, TArray& OutRestrictionReasons) const { return false; } bool UFortInventoryContext::CanCraftSchematic(UFortSchematicItem* SchematicItem, EFortCraftFailCause& FailCause, EFortItemTier RequestedTier, int32 CraftCount) const { return false; } bool UFortInventoryContext::CanBulkCraftSchematic(UFortSchematicItem* SchematicItem) const { return false; } bool UFortInventoryContext::AreRecipeRequirementsMet(const TArray& RecipeCosts) const { return false; } bool UFortInventoryContext::AreAnyItemsUnseenForItemType(const EFortItemType ItemType) const { return false; } bool UFortInventoryContext::AreAnyItemsUnseenForInventoryFilter(const EFortFrontendInventoryFilter InventoryFilter) const { return false; } bool UFortInventoryContext::AreAnyItemsInanimate(const TArray& Items) { return false; } bool UFortInventoryContext::AreAnyItemsAnimate(const TArray& Items) { return false; } bool UFortInventoryContext::ActivateItem(UFortItem* Item) { return false; } UFortInventoryContext::UFortInventoryContext() { }