Files
2026-04-22 15:51:07 +02:00

192 lines
5.9 KiB
C++

#include "FortQuestManager.h"
bool UFortQuestManager::SetQuestPinned(UFortQuestItem* Quest, bool bEnabled) {
return false;
}
void UFortQuestManager::SetQuestMapMode(EQuestMapScreenMode NewQuestMapMode) {
}
void UFortQuestManager::SendCustomStatEvent(FDataTableRowHandle ObjectiveStat, int32 Count, bool bForceFlush) {
}
void UFortQuestManager::SendComplexCustomStatEvent(UObject* TargetObject, FGameplayTagContainer AdditionalSourceTags, FGameplayTagContainer TargetTags, bool& QuestActive, bool& QuestCompleted, int32 Count) {
}
void UFortQuestManager::SelfCompletedUpdatedQuest(AFortPlayerController* QuestOwner, const UFortQuestItemDefinition* QuestDef, FName BackendName, int32 CompletionCount, int32 DeltaChange, const AFortPlayerState* AssistingPlayer, bool ObjectiveCompleted, bool QuestCompleted) {
}
void UFortQuestManager::RerollDailyQuest(const UFortQuestItem* QuestToDiscard) const {
}
FString UFortQuestManager::PopNextPendingFeatureUnlock() {
return TEXT("");
}
void UFortQuestManager::MarkQuestsSeen(bool bOnlyMarkPendingSeenQuests) const {
}
void UFortQuestManager::MarkQuestSeen(UFortQuestItem* Quest) {
}
void UFortQuestManager::ListChallenges(const FString& Filter) const {
}
bool UFortQuestManager::IsThisAnEventQuest(const UFortQuestItemDefinition* QuestDefinition, const FString& MatchQuestEventFlag, UDataTable* QuestTable) const {
return false;
}
bool UFortQuestManager::IsQuestObjectivePartyAssisted(FName ObjectiveName) const {
return false;
}
bool UFortQuestManager::IsQuestObjectiveActive(FName ObjectiveName) const {
return false;
}
bool UFortQuestManager::IsQuestInProgress(const UFortQuestItemDefinition* Definition) const {
return false;
}
bool UFortQuestManager::IsPendingFeatureUnlockNotification() const {
return false;
}
bool UFortQuestManager::IsObjectiveWithNameInProgress(const UFortQuestItemDefinition* Definition, FName BackendName) const {
return false;
}
bool UFortQuestManager::IsObjectiveInProgress(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const {
return false;
}
bool UFortQuestManager::IsMainQuest(UFortQuestItem* Quest) {
return false;
}
bool UFortQuestManager::HasUnseenQuests() {
return false;
}
bool UFortQuestManager::HasUnsavedPrimaryMissionProgress() const {
return false;
}
bool UFortQuestManager::HasQuestBeenSeenLocally(const UFortQuestItem* Quest) const {
return false;
}
bool UFortQuestManager::HasCompletedQuest(const UFortQuestItemDefinition* Definition) const {
return false;
}
bool UFortQuestManager::HasCompletedObjectiveWithName(const UFortQuestItemDefinition* Definition, FName BackendName) const {
return false;
}
bool UFortQuestManager::HasCompletedObjective(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const {
return false;
}
void UFortQuestManager::GrantFirstDailyQuest() {
}
int32 UFortQuestManager::GetUnseenQuestCount() {
return 0;
}
void UFortQuestManager::GetSourceAndContextTags(FGameplayTagContainer& OutSourceTags, FGameplayTagContainer& OutContextTags) const {
}
int32 UFortQuestManager::GetRemainingQuestPoolRerolls(const FString& PoolName) const {
return 0;
}
int32 UFortQuestManager::GetRemainingDailyQuestRerolls() const {
return 0;
}
UFortQuestItem* UFortQuestManager::GetQuestWithDefinition(const UFortQuestItemDefinition* Definition) const {
return NULL;
}
EQuestMapScreenMode UFortQuestManager::GetQuestMapMode() const {
return EQuestMapScreenMode::Invalid;
}
UFortQuestCategory* UFortQuestManager::GetQuestCategory(UFortQuestItem* QuestItem) {
return NULL;
}
void UFortQuestManager::GetPinnedQuests(TArray<UFortQuestItem*>& OutPinnedQuestItems) {
}
int32 UFortQuestManager::GetNumCompletedObjectives(const UFortQuestItemDefinition* Definition) {
return 0;
}
UFortQuestItem* UFortQuestManager::GetNextUnseenQuest(EFortQuestType QuestType) {
return NULL;
}
UFortQuestItem* UFortQuestManager::GetMainQuest() const {
return NULL;
}
void UFortQuestManager::GetCurrentQuestsCategories(TArray<UFortQuestCategory*>& Categories) {
}
void UFortQuestManager::GetCurrentQuests(TArray<UFortQuestItem*>& OutCurrentQuests) const {
}
int32 UFortQuestManager::GetCurrentObjectiveCount(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const {
return 0;
}
void UFortQuestManager::GetCompletedQuests(TArray<UFortQuestItem*>& OutCompletedQuests) {
}
UFortQuestItem* UFortQuestManager::GetBroadcasterQuestWithOpenWindow() {
return NULL;
}
void UFortQuestManager::GetBattlePassQuestsInProgress(const int32 MaxCount, const UFortItemDefinition* RequiredReward, TArray<UFortQuestItem*>& OutQuests, bool& bAllQuestsComplete) const {
}
void UFortQuestManager::ForceTriggerQuestsUpdated() {
}
void UFortQuestManager::EnableQuestStateLogging() {
}
void UFortQuestManager::DisableQuestStateLogging() {
}
void UFortQuestManager::ClaimSelectedQuestReward(const UFortQuestItem* Quest, int32 RewardIndex) const {
}
void UFortQuestManager::ClaimQuestReward(const UFortQuestItem* Quest) const {
}
void UFortQuestManager::ClaimNextCompletedQuestReward(EFortQuestType QuestType) const {
}
bool UFortQuestManager::CanProgressQuestInCurrentZone(const UFortQuestItemDefinition* QuestItemDefinition) const {
return false;
}
void UFortQuestManager::AssistedPlayerUpdatedQuest(AFortPlayerController* QuestOwner, const UFortQuestItemDefinition* QuestDef, FName BackendName, int32 CompletionCount, int32 DeltaChange, const AFortPlayerState* AssistingPlayer, bool ObjectiveCompleted, bool QuestCompleted) {
}
UFortQuestManager::UFortQuestManager() {
this->EventQuestDataTable = NULL;
this->DamageEventFlushDelaySeconds = 5.00f;
this->bDoQuestStateLogging = false;
this->bFlatCurrentQuestsSearch = false;
this->bBlockQuestCompletion = false;
this->bBlockAthenaQuestCompletion = false;
this->bBlockStWQuestCompletion = false;
this->QuestMapMode = EQuestMapScreenMode::MainCampaign;
}