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

171 lines
4.4 KiB
C++

#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<AFortWeapon> UFortWeaponItemDefinition::GetWeaponActorClass() const {
return NULL;
}
bool UFortWeaponItemDefinition::GetUsesCustomAmmoType() const {
return false;
}
TEnumAsByte<EFortWeaponTriggerType::Type> UFortWeaponItemDefinition::GetTriggerType() const {
return EFortWeaponTriggerType::OnPress;
}
FText UFortWeaponItemDefinition::GetShortDisplayName() const {
return FText::GetEmpty();
}
TSubclassOf<UFortGameplayAbility> UFortWeaponItemDefinition::GetSecondaryFireAbility() const {
return NULL;
}
UTexture2D* UFortWeaponItemDefinition::GetReticleOuterImage() const {
return NULL;
}
UTexture2D* UFortWeaponItemDefinition::GetReticleInvalidTargetImage() const {
return NULL;
}
UTexture2D* UFortWeaponItemDefinition::GetReticleImage() const {
return NULL;
}
TArray<float> UFortWeaponItemDefinition::GetReticleCornerAngles() const {
return TArray<float>();
}
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<UFortGameplayAbility> UFortWeaponItemDefinition::GetReloadAbility() const {
return NULL;
}
TSubclassOf<UFortGameplayAbility> UFortWeaponItemDefinition::GetPrimaryFireAbility() const {
return NULL;
}
TSubclassOf<UFortGameplayAbility> 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<TSubclassOf<UFortGameplayAbility>> UFortWeaponItemDefinition::GetEquippedAbilities() const {
return TArray<TSubclassOf<UFortGameplayAbility>>();
}
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<FName> UFortWeaponItemDefinition::GetAnalyticTags() const {
return TArray<FName>();
}
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;
}