mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
171 lines
4.4 KiB
C++
171 lines
4.4 KiB
C++
#include "FortWeaponItemDefinition.h"
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#include "Templates/SubclassOf.h"
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bool UFortWeaponItemDefinition::TargetingPreventsReload() const {
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return false;
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}
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bool UFortWeaponItemDefinition::ShouldAllowTargetingDuringReload() const {
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return false;
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}
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bool UFortWeaponItemDefinition::HasUniqueAmmo() const {
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return false;
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}
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FDataTableRowHandle UFortWeaponItemDefinition::GetWeaponStatHandle() const {
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return FDataTableRowHandle{};
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}
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USkeletalMesh* UFortWeaponItemDefinition::GetWeaponMeshOverride() const {
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return NULL;
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}
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TSubclassOf<AFortWeapon> UFortWeaponItemDefinition::GetWeaponActorClass() const {
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return NULL;
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}
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bool UFortWeaponItemDefinition::GetUsesCustomAmmoType() const {
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return false;
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}
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TEnumAsByte<EFortWeaponTriggerType::Type> UFortWeaponItemDefinition::GetTriggerType() const {
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return EFortWeaponTriggerType::OnPress;
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}
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FText UFortWeaponItemDefinition::GetShortDisplayName() const {
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return FText::GetEmpty();
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}
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TSubclassOf<UFortGameplayAbility> UFortWeaponItemDefinition::GetSecondaryFireAbility() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetReticleOuterImage() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetReticleInvalidTargetImage() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetReticleImage() const {
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return NULL;
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}
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TArray<float> UFortWeaponItemDefinition::GetReticleCornerAngles() const {
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return TArray<float>();
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}
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UTexture2D* UFortWeaponItemDefinition::GetReticleCenterPerfectAimImage() const {
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return NULL;
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}
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FVector2D UFortWeaponItemDefinition::GetReticleCenterImageOffset() const {
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return FVector2D{};
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}
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UTexture2D* UFortWeaponItemDefinition::GetReticleCenterImage() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetReticleAutoFireImage() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetReticleAltOuterImage() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetReticleAltCenterImage() const {
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return NULL;
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}
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TSubclassOf<UFortGameplayAbility> UFortWeaponItemDefinition::GetReloadAbility() const {
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return NULL;
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}
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TSubclassOf<UFortGameplayAbility> UFortWeaponItemDefinition::GetPrimaryFireAbility() const {
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return NULL;
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}
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TSubclassOf<UFortGameplayAbility> UFortWeaponItemDefinition::GetOnHitAbility() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetMuzzleBlockedImage() const {
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return NULL;
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}
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float UFortWeaponItemDefinition::GetLowAmmoPercentage() const {
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return 0.0f;
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}
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UCurveFloat* UFortWeaponItemDefinition::GetHitNotifyOpacityCurve() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetHitNotifyLocationImage() const {
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return NULL;
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}
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UTexture2D* UFortWeaponItemDefinition::GetHitNotifyImage() const {
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return NULL;
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}
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float UFortWeaponItemDefinition::GetHitNotifyDuration() const {
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return 0.0f;
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}
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TArray<TSubclassOf<UFortGameplayAbility>> UFortWeaponItemDefinition::GetEquippedAbilities() const {
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return TArray<TSubclassOf<UFortGameplayAbility>>();
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}
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FText UFortWeaponItemDefinition::GetDisplayTierAsText(const EFortDisplayTier NewDisplayTier) {
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return FText::GetEmpty();
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}
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EFortDisplayTier UFortWeaponItemDefinition::GetDisplayTier() const {
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return EFortDisplayTier::Invalid;
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}
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float UFortWeaponItemDefinition::GetDegradedPercentage() const {
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return 0.0f;
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}
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UFortAlterationItemDefinition* UFortWeaponItemDefinition::GetBaseCosmeticAlteration() const {
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return NULL;
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}
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UFortAlterationItemDefinition* UFortWeaponItemDefinition::GetBaseAlteration() const {
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return NULL;
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}
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TArray<FName> UFortWeaponItemDefinition::GetAnalyticTags() const {
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return TArray<FName>();
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}
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void UFortWeaponItemDefinition::AsyncLoadWeaponMeshOverride(AFortWeaponAsyncLoadHelper* InAsyncLoadHelper) {
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}
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bool UFortWeaponItemDefinition::AlwaysChargeUpToMin() const {
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return false;
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}
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UFortWeaponItemDefinition::UFortWeaponItemDefinition() {
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this->LowAmmoPercentage = 0.25f;
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this->DegradedPercentage = 0.10f;
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this->TriggerType = EFortWeaponTriggerType::OnPress;
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this->DisplayTier = EFortDisplayTier::Invalid;
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this->bUsesCustomAmmoType = false;
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this->bAllowTargetingDuringReload = false;
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this->bTargetingPreventsReload = false;
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this->bAlwaysChargeUpToMin = false;
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this->bReticleCornerOutsideSpreadRadius = false;
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this->bValidForLastEquipped = true;
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this->bPreventDefaultPreload = false;
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this->HitNotifyDuration = 0.00f;
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this->AsyncLoadHelper = NULL;
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}
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