mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
55 lines
1.3 KiB
C++
55 lines
1.3 KiB
C++
#include "PartyDisplayManager.h"
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void APartyDisplayManager::OnPawnTouchReleased(TEnumAsByte<ETouchIndex::Type> FingerIndex, AActor* TouchedActor) {
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}
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void APartyDisplayManager::OnPawnEndCursorOver(AActor* TouchedActor) {
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}
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void APartyDisplayManager::OnPawnClicked(AActor* TouchedActor, FKey ButtonPressed) {
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}
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void APartyDisplayManager::OnPawnBeginCursorOver(AActor* TouchedActor) {
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}
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void APartyDisplayManager::NotifyPrefabChanged(AActor* PrefabActor, UFortItem* CurrentItem) {
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}
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void APartyDisplayManager::HandleItemsShown(const TArray<UFortItem*>& ItemShown, const FGuid& RequestId) {
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}
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FUniqueNetIdRepl APartyDisplayManager::GetPlayerIdFromPartyMemberIndex(int32 PartyMemberIndex) const {
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return FUniqueNetIdRepl{};
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}
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bool APartyDisplayManager::GetPartyMemberIndexByPlayerPawn(const AFortPlayerPawn* PlayerPawn, int32& OutPlayerIndex) const {
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return false;
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}
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AFortPlayerPawn* APartyDisplayManager::GetHeroPlayerPawnForCurrentDisplayedItem() {
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return NULL;
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}
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void APartyDisplayManager::BeginLoadingAssetsForItem(UFortItem* ItemToView, const TArray<TSoftObjectPtr<UObject>>& AssetsToLoad, const FGuid& RequestId) {
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}
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APartyDisplayManager::APartyDisplayManager() {
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this->VaultPlacementActor = NULL;
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this->VaultWeaponPlacementActor = NULL;
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this->PlayerInMatchHoloMaterial = NULL;
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this->IsPlayingCelebrateFX = false;
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}
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