mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
229 lines
5.7 KiB
C++
229 lines
5.7 KiB
C++
#include "FortHUDContext.h"
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void UFortHUDContext::UpdateTrapAttachedToBuilding() {
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}
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void UFortHUDContext::TriggerCooldownUpdate() {
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}
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void UFortHUDContext::ToggleFullScreenMap() const {
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}
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bool UFortHUDContext::ShouldOnlyShowNextPrevBuildingSlotKeybinds() const {
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return false;
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}
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void UFortHUDContext::SetPreparingMgmtMenu(bool bPreparing) {
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}
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void UFortHUDContext::SetIndicatorsState(EFortIndicatorState NewState) {
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}
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void UFortHUDContext::SetIndicatorsAllowed(bool bIndicatorsAllowed) {
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}
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void UFortHUDContext::SetHUDElementVisibility(const FGameplayTagContainer& HUDElementTags, bool bHideElements) {
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}
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void UFortHUDContext::SetCursorModeLocked(bool bLocked) {
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}
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void UFortHUDContext::RequestMgmtMenuTab(FName TabName) {
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}
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void UFortHUDContext::RemovePointOfInterest(AActor* PointOfInterest) {
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}
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void UFortHUDContext::OnClientSettingUpdatedShowViewers() {
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}
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bool UFortHUDContext::IsShowViewerCountEnabled() const {
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return false;
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}
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bool UFortHUDContext::IsPreparingMgmtMenu() const {
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return false;
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}
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bool UFortHUDContext::IsInEditMode() const {
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return false;
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}
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bool UFortHUDContext::IsInCursorMode() const {
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return false;
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}
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void UFortHUDContext::HandleVehicleStateChanged(AFortPlayerPawn* PlayerPawn, AActor* NewVehicle, AActor* OldVehicle) {
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}
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void UFortHUDContext::HandleSpectatorViewTargetChanged() {
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}
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void UFortHUDContext::HandlePersonalVehicleModeChanged(bool bEnteredVehicle) {
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}
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void UFortHUDContext::HandleLocalPlayerViewTargetChanged() {
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}
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void UFortHUDContext::HandleLocalPlayerPlaceChanged() {
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}
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void UFortHUDContext::HandleLocalPlayerKillsChanged() {
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}
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void UFortHUDContext::HandleLocalPawnSpawned() {
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}
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void UFortHUDContext::HandleLocalPawnRevived() {
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}
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void UFortHUDContext::HandleLocalPawnDied(const FFortPlayerDeathReport& DeathReport) {
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}
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void UFortHUDContext::HandleFocusedBuildingHealthChanged() {
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}
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void UFortHUDContext::HandleBuildingModeChanged(bool bEntering) {
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}
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void UFortHUDContext::HandleActorFocusedForCreative(AActor* NewActor) {
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}
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float UFortHUDContext::GetTimeToDelayEndOfDayZoneWidgetDisplay() const {
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return 0.0f;
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}
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AFortPvPBaseCornerstone* UFortHUDContext::GetTeamCornerstone(uint8 Team) const {
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return NULL;
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}
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float UFortHUDContext::GetScoreDisplayFactor() const {
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return 0.0f;
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}
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TArray<FFortBadgeCount> UFortHUDContext::GetPotentialBadges() const {
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return TArray<FFortBadgeCount>();
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}
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AFortPlayerStateZone* UFortHUDContext::GetPlayerStateZone() const {
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return NULL;
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}
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int32 UFortHUDContext::GetNumAllowedDifficultyIncreases() const {
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return 0;
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}
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void UFortHUDContext::GetMissionRewards(TArray<UFortItem*>& MissionRewards, TArray<UFortItem*>& MissionAlertRewards) const {
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}
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TArray<FZoneLoadingScreenHeadingConfig> UFortHUDContext::GetMissionOverviewObjectives() const {
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return TArray<FZoneLoadingScreenHeadingConfig>();
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}
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AFortMissionManager* UFortHUDContext::GetMissionManager() const {
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return NULL;
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}
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FFortKillerVisualInfo UFortHUDContext::GetKillerVisualInfoFromDeathReport(const FFortPlayerDeathReport& DeathReport) {
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return FFortKillerVisualInfo{};
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}
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EFortIndicatorState UFortHUDContext::GetIndicatorsState() const {
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return EFortIndicatorState::Hidden;
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}
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AFortGameStateZone* UFortHUDContext::GetGameStateZone() const {
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return NULL;
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}
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AFortMission* UFortHUDContext::GetFocusedMission() const {
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return NULL;
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}
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bool UFortHUDContext::GetFocusedBuildingInfo(FFortFocusedBuildingInfo& OutBuildingInfo) const {
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return false;
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}
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TArray<FEarnedBadgeEntry> UFortHUDContext::GetEarnedBadges() const {
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return TArray<FEarnedBadgeEntry>();
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}
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int32 UFortHUDContext::GetDifficultyIncreaseRewardsTier() const {
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return 0;
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}
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void UFortHUDContext::GetDifficultyIncreaseRewardsDifference(int32 BaseDifficultyIncreaseTier, int32 ComparedDifficultyIncreaseTier, TArray<FFortItemDelta>& RewardDeltaInfo) const {
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}
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void UFortHUDContext::GetDifficultyIncreaseRewards(int32 DifficultyIncreaseTier, TArray<FFortItemDelta>& DifficultyIncreaseRewards) const {
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}
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FGameplayTagContainer UFortHUDContext::GetCurrentPrimaryMissionTags() const {
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return FGameplayTagContainer{};
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}
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FFortHUDState UFortHUDContext::GetCurrentHUDState() const {
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return FFortHUDState{};
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}
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UFortHero* UFortHUDContext::GetCurrentHero() const {
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return NULL;
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}
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ABuildingActor* UFortHUDContext::GetCurrentFocusedBuilding() const {
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return NULL;
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}
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bool UFortHUDContext::GetCurrentBasicMissionInfo(FFortBasicMissionInfo& BasicMissionInfo) const {
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return false;
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}
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AFortBluGloManager* UFortHUDContext::GetBluGloManager() const {
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return NULL;
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}
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void UFortHUDContext::GetAccountLevelUpRewards(TArray<FFortItemQuantityPair>& Rewards, int32 AccountLevel) const {
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}
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void UFortHUDContext::ForwardOnWeaponEquipped(AFortWeapon* NewWeapon, AFortWeapon* PrevWeapon) {
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}
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void UFortHUDContext::ForwardOnNumSurvivorsRescuedChanged(int32 NumSurvivorsRescued) {
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}
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void UFortHUDContext::ForwardOnMissionsUpdated() {
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}
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void UFortHUDContext::ForwardOnAbilityDecisionWindowStackUpdated() {
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}
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void UFortHUDContext::EnterCursorMode(FName ActionName, UUserWidget* CursorModeWidget) {
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}
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void UFortHUDContext::EnterCameraMode() {
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}
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bool UFortHUDContext::AreIndicatorsEnabled() const {
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return false;
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}
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bool UFortHUDContext::AreHUDElementsVisible(const FGameplayTagContainer& HUDElementTags) const {
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return false;
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}
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void UFortHUDContext::AddPointOfInterest(AActor* PointOfInterest, FText DisplayText, UTexture2D* DisplayImage) {
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}
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UFortHUDContext::UFortHUDContext() {
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this->bDebugHudObjectiveHeight = false;
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this->bPendingAttachToHUD = false;
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this->OwningPlayerState = NULL;
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this->CurFocusedBuilding = NULL;
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this->CurFocusedTrap = NULL;
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this->BuildingFocusCandidates[0] = NULL;
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this->BuildingFocusCandidates[1] = NULL;
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this->BuildingFocusCandidates[2] = NULL;
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this->BoundPlayerPawn = NULL;
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}
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