mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
324 lines
11 KiB
C++
324 lines
11 KiB
C++
#include "FortMission.h"
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#include "Net/UnrealNetwork.h"
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#include "Templates/SubclassOf.h"
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void AFortMission::StopMissionAIEncounter(UFortAIEncounterInfo* EncounterToStop) {
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}
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void AFortMission::StopEncounterSequence(UFortAIEncounterSequence* SequenceToStop) {
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}
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UFortAIEncounterInfo* AFortMission::StartMissionAIEncounterFromGeneratedProfile(int32 GeneratedEncounterProfileIndex, const TArray<AActor*>& TargetActors, UFortAIAssignmentSettings* AssignmentSettings, FEncounterEnvironmentQueryInfo EnvironmentQueryInfo, AActor* QueryActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay, bool bUseAssignments) {
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return NULL;
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}
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UFortAIEncounterInfo* AFortMission::StartMissionAIEncounter(TSubclassOf<UFortAIEncounterInfo> EncounterTemplate, const TArray<AActor*>& TargetActors, UFortAIAssignmentSettings* AssignmentSettings, FEncounterEnvironmentQueryInfo EnvironmentQueryInfo, AActor* QueryActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay) {
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return NULL;
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}
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TArray<AActor*> AFortMission::SpawnAtPlacementActorsAsArray(AFortMission* Mission, bool& bSucceeded) {
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return TArray<AActor*>();
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}
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void AFortMission::SetUiVisibility(bool bInIsMissionVisible) {
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}
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void AFortMission::SetToSilentDestroy() {
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}
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void AFortMission::SetTimerElapsedComponent(UFortMissionTimerComponent* InTimerElapsedComponent) {
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}
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void AFortMission::SetTimerComponent(UFortMissionTimerComponent* InTimerComponent) {
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}
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void AFortMission::SetMissionGameDifficulty(float GameDifficultyValue) {
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}
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void AFortMission::SendBotLogicMessage(const FString& EventName) {
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}
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bool AFortMission::RemoveParticipantAccount(FUniqueNetIdRepl& AbandoningPlayerId) {
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return false;
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}
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void AFortMission::RemoveGoalsFromEncounterAssignment(FFortAIAssignmentIdentifier AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, const TArray<FFortAIGoalInfo>& GoalInfos) {
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}
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void AFortMission::RemoveGoalFromEncounterAssignment(FFortAIAssignmentIdentifier AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, const FFortAIGoalInfo& GoalInfo) {
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}
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void AFortMission::RegisterForContainerSearchedEvent(FOnMissionContainerSearchedEvent Delegate, const FGameplayTagQuery& ContainerRequirements) {
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}
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void AFortMission::RegisterForBuildingHarvestedByPlayerEvent(FOnMissionBuildingSMActorHarvestedEvent Delegate, const FGameplayTagQuery& HarvestedBuildingRequirements) {
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}
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void AFortMission::RecordResourceActorSpawn(AActor* SpawnedActor) {
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}
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void AFortMission::ProvideAllPotentialBadges(const TArray<FGameplayTag>& BadgeTags) {
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}
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void AFortMission::OnWaveCompleted(int32 Tier, int32 Wave, EFortCompletionResult Result) {
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}
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void AFortMission::OnRep_UIIndex() {
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}
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void AFortMission::OnRep_QuestOwnerAccount() {
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}
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void AFortMission::OnRep_PotentialBadgesArray() {
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}
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void AFortMission::OnRep_MissionStatus() {
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}
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void AFortMission::OnRep_MissionInfo() {
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}
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void AFortMission::OnRep_CurrentFocusDisplayData() {
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}
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void AFortMission::OnRep_bIsMissionVisible() {
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}
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void AFortMission::OnRep_ActiveObjectives() {
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}
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void AFortMission::MissionTimerSet_Implementation() {
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}
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void AFortMission::LoadPossibleMissionsManually(TArray<FGuid>& OutAddedMissionGuids, TArray<FFortPossibleMission>& PossibleMissionsToLoad) {
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}
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void AFortMission::LoadMissionsManually(TArray<FGuid>& OutAddedMissionGuids, TArray<UFortMissionInfo*>& MissionsToLoad) {
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}
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bool AFortMission::IsPlayerParticipating(AFortPlayerController* PlayerController) const {
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return false;
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}
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void AFortMission::InitializeModifiersRRV(int32 Seed) {
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}
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bool AFortMission::InitializeActorsForMissionMatchingItemIdentifyingQuery(AFortMission* Mission, const FGameplayTagQuery& TagQuery, TArray<AActor*>& OutActorsInitialized) {
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return false;
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}
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bool AFortMission::InitializeActorsForMission(AFortMission* Mission, TArray<AActor*>& OutActorsInitialized) {
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return false;
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}
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bool AFortMission::HasMissionPar() const {
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return false;
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}
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void AFortMission::HandleEncounterEnemyAISpawned(UFortAIEncounterInfo* Encounter, AFortAIPawn* SpawnedEnemy) {
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}
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void AFortMission::GrantRewardsByTag(const FGameplayTag RewardTag, TEnumAsByte<EFortRewardType::Type> RewardType) {
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}
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void AFortMission::GetTieredModifierSet(FName TieredModifierSetName, TArray<FTieredModifierSetData>& OutModifierSetData) {
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}
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bool AFortMission::GetSpawnLocationsMatchingQuery(const FGameplayTagQuery& TagQuery, TArray<FVector>& SpawnLocations) const {
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return false;
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}
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bool AFortMission::GetSpawnLocationActorsMatchingQuery(const FGameplayTagQuery& TagQuery, TArray<AActor*>& SpawnLocationActors) const {
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return false;
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}
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void AFortMission::GetRewardItemsByTag(const FGameplayTag RewardTag, TArray<UFortWorldItemDefinition*>& OutRewardItems) {
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}
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FText AFortMission::GetRespawnTextOverride_Implementation() const {
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return FText::GetEmpty();
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}
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int32 AFortMission::GetPawnDamageLootTier(AFortPlayerController* PlayerController) const {
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return 0;
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}
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TArray<AFortPlayerController*> AFortMission::GetParticipatingMissionControllers() const {
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return TArray<AFortPlayerController*>();
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}
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EFortObjectiveStatus AFortMission::GetObjectiveStatusByHandle(const FGameplayTagContainer& ObjectiveHandle) const {
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return EFortObjectiveStatus::Created;
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}
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TArray<FGameplayTagContainer> AFortMission::GetObjectiveHandlesWithTag(FGameplayTag ObjectiveTag, int32 MaxNumberOfObjectives) const {
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return TArray<FGameplayTagContainer>();
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}
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AFortObjectiveBase* AFortMission::GetObjectiveByHandle(const FGameplayTagContainer& ObjectiveHandle) const {
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return NULL;
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}
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FText AFortMission::GetMissionName() const {
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return FText::GetEmpty();
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}
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FGuid AFortMission::GetMissionGuid() const {
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return FGuid{};
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}
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FText AFortMission::GetMissionCompletionResultText_Implementation(EFortCompletionResult Result) {
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return FText::GetEmpty();
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}
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float AFortMission::GetExpectedCompletionTime_Implementation() const {
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return 0.0f;
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}
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int32 AFortMission::GetDaysRemainingBeforeOverPar() const {
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return 0;
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}
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float AFortMission::GetCurrentFocusPercentage() const {
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return 0.0f;
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}
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/*
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FText AFortMission::GetCurrentFocusDisplayText() const {
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return FText::GetEmpty();
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}*/
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int32 AFortMission::GetCurrentBluGloRewards_Implementation() const {
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return 0;
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}
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UFortMissionConfigData* AFortMission::GetConfigData(FGameplayTag InBucketTag) {
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return NULL;
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}
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int32 AFortMission::GetBuildingDamageLootTier(AFortPlayerController* PlayerController) const {
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return 0;
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}
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TArray<AFortObjectiveBase*> AFortMission::GetAllObjectives() const {
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return TArray<AFortObjectiveBase*>();
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}
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bool AFortMission::GetActorsSpawnedMatchingQuery(const FGameplayTagQuery& TagQuery, TArray<AActor*>& SpawnedActors) const {
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return false;
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}
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void AFortMission::FocusThisMission(FText FocusDisplayText, float FocusPercentage) {
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}
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void AFortMission::FindGoalLocationsForEncounterAssignment(const FFortAIAssignmentIdentifier& AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, TArray<FVector>& OutGoalLocations) {
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}
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UFortAIEncounterSequence* AFortMission::CreateEncounterSequenceByIndex(int32 EncounterSequenceIndex) {
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return NULL;
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}
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UFortAIEncounterSequence* AFortMission::CreateEncounterSequence(const FGameplayTagContainer& SequenceTags) {
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return NULL;
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}
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EAssignmentCreationResult AFortMission::CreateEncounterAssignment(const FGameplayTagContainer& AssignmentTags, const UFortAIEncounterInfo* Encounter, UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf<UFortAIGoalProvider> GoalProvider, FFortAIAssignmentIdentifier& AssignmentIdentifier) {
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return EAssignmentCreationResult::AssignmentNotFoundOrCreated;
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}
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FFortMissionWeightedReward AFortMission::ChooseRandomReward() {
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return FFortMissionWeightedReward{};
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}
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bool AFortMission::BlueprintCanPlayerParticipate_Implementation(AFortPlayerController* PlayerController) const {
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return false;
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}
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void AFortMission::AttemptMissionSave(const FString& OptionalSaveName) {
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}
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void AFortMission::ApplyTieredModifierSet(const TArray<FTieredModifierSetData>& ModifierSetData, int32 Tier, int32 WaveNum, bool bDeferTemporaryModifiers, TArray<FActiveGameplayModifierHandle>& OutAppliedModifiers) {
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}
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bool AFortMission::AddParticipantAccount(AFortPlayerController* PlayerController) {
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return false;
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}
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void AFortMission::AddOrRemoveTimerTime_Implementation(float TimeToAdd) {
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}
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void AFortMission::AddGoalToEncounterAssignment(FFortAIAssignmentIdentifier AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, const FFortAIGoalInfo& GoalInfo) {
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}
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void AFortMission::AddGoalToAssignment(UFortAIAssignment* Assignment, const FFortAIGoalInfo& GoalInfo) {
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}
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void AFortMission::AddGoalsToEncounterAssignment(FFortAIAssignmentIdentifier AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, const TArray<FFortAIGoalInfo>& GoalInfos) {
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}
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void AFortMission::AddGoalsToAssignment(UFortAIAssignment* Assignment, const TArray<FFortAIGoalInfo>& GoalInfos) {
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}
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void AFortMission::AddCompletionTags(FGameplayTagContainer NewCompletionTagContainer) {
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}
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void AFortMission::AddCompletionTag(FGameplayTag NewCompletionTag) {
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}
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void AFortMission::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AFortMission, MissionInfo);
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DOREPLIFETIME(AFortMission, MissionCategory);
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DOREPLIFETIME(AFortMission, UIIndex);
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DOREPLIFETIME(AFortMission, QuestOwnerAccount);
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DOREPLIFETIME(AFortMission, MissionActivationTime);
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DOREPLIFETIME(AFortMission, CurrentFocusData);
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DOREPLIFETIME(AFortMission, bSilentDestroyNextFrame);
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DOREPLIFETIME(AFortMission, ActiveObjectives);
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DOREPLIFETIME(AFortMission, ParticipatingAccounts);
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DOREPLIFETIME(AFortMission, ParticipatingButDisconnectedAccounts);
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DOREPLIFETIME(AFortMission, MissionStatus);
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DOREPLIFETIME(AFortMission, bIsMissionVisible);
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DOREPLIFETIME(AFortMission, MissionAudibility);
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DOREPLIFETIME(AFortMission, MissionGuid);
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DOREPLIFETIME(AFortMission, StartingDay);
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DOREPLIFETIME(AFortMission, ChosenRewardIdx);
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DOREPLIFETIME(AFortMission, PotentialBadgesArray);
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}
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AFortMission::AFortMission() {
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this->MissionInfo = NULL;
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this->BotLogicClass = NULL;
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this->BotLogic = NULL;
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this->MissionGenerator = NULL;
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this->MissionCategory = EMissionGenerationCategory::Primary;
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this->UIIndex = -1;
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this->bLoadedFromRecord = false;
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this->bFiredParTimeEvent = false;
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this->MissionActivationTime = -1.00f;
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this->bSilentDestroyNextFrame = false;
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this->MissionStatus = EFortMissionStatus::Created;
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this->bIsMissionVisible = true;
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this->MissionAudibility = EFortMissionAudibility::UseVisibility;
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this->CurrentObjectiveBlockIndex = 0;
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this->bIsMissionVisibleOverride = true;
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this->StartingDay = -1;
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this->TimerComponent = NULL;
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this->TimerElapsedComponent = NULL;
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this->bObjectiveTimerExpireShouldFailObjectives = false;
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this->bMissionTimerExpireShouldFailMission = false;
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this->bNeedsEnemyKilledEventForAllPawns = false;
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this->ChosenRewardIdx = -1;
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}
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